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MLP45E (My Little Pony: For 5th Edition [D&D]) is a rules supplement intended to be used in conjunction with the

5th edition of the Dungeons & Dragons roleplaying game to create a roleplaying
campaign set in the world of My Little Pony and its nation of Equestria. It is not a standalone set of roleplaying rules. The author is not affiliated with Hasbro or its subsidiary Wizards of the
Coast, and claims no ownership of any names or screen-captures owned by Hasbro, Hasbro Studios, Studio B Productions, DHX, or Top Draw Animation. All MLP fan art is used with permission of
the artists.
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If you wish to role-play using these rules, you should purchase a copy of the D&D 5 edition Players Handbook, which is available in your local game and hobby stores, and everywhere
online. If youre the Dungeon Master running the game, I encourage you to also pick up a copy of the D&D Starter Set, which is very reasonably-priced and includes a short introductory
adventure. For further adventures I suggest you check out the Hoard of the Dragon Queen hardcover adventure. You can also go to DNDClassics.com and purchase one of their 5th edition
adventure PDFs. I recommend starting with the Ghosts of Dragonspear Castle adventure which will take characters from level 1 to 10. I intend to adapt these adventures to the Equestria
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setting eventually and release these conversion notes as a follow-up on my DeviantArt page. Finally, theres many sources of free adventures available online. You may have to adapt them to 5 edition rules, but it may be the best option if paid adventures arent in your budget!
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Now that the 5 edition Players Handbook is released, this document has been updated from the playtest rules to match the new published rules. By the time this update is posted,
the Monster Manual will also be available. Finally, the Dungeon Masters Guide will follow in December. Expect another update in January or February of 2015, once all three of the primary
books are released. As always, any feedback you provide would be most appreciated!

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Welcome!

Current Status: Playtesting


As you can see below, a number of the sections are incomplete or missing artwork. Im still in the process of adding more content to this document, so over time those holes will be filled in.
For the time being, youll have plenty of material to use. If youd like to discuss any potential problems or ask questions, you can do so via my DeviantArt page (preferred) or email (links at the
end of this file).
As I went through the show episode by episode to mine for material, this document is currently drawing only from seasons 1 and 2 (and has some of the more memorable ideas from
seasons 3 and 4). As I go through seasons 3 and 4 with a fine-tooth comb, undoubtedly this document will grow in size. If you find something in the early seasons you think I missed, let me know!

Heres a few of the upcoming additions being worked on for the next revision:

Artificer class

Alchemical items

Magical herbs & special components

Creatures

Pony name generator

Zingers

Season 3 update

Season 4 update

Comics/novels update

MLP45E Introduction

Coming Soon

Q: So what does MLP45E bring to the table?


A: MLP45E is intended provide the races, feats, magic, backgrounds, skills, and
equipment that are unique to Equestria as a setting. The intention is to use all 5e rules,
classes, and abilities as-is with as few changes as possible to make it easier to learn for
everyone. MLP45E does add two major, all-new optional modules: Cartoon Physics and
Zingers.
The Cartoon Physics module (see Chapter 8: Cartoon Physics) adds a system of nonmagical cartoon trope abilities which have absolutely no place in a super-serious game. If
youve ever wanted to have your character forget to fall after running off a cliff, break
through a wall, or pull a giant hammer out from behind their back, these are for you.
The Zingers module (see Chapter 9: Zingers not yet implemented) presents some of
the smart-alecky one-liners our sassy ponies like to use, along with other memorable
quotes, scenes, and gimmicks from the show that just cant be implemented with standard
class powers, spells, or feats. It adds a CCG-like element of random fun to the game, since
Zingers come in card form and are drawn after resting and discarded when used.
Because both systems are complete optional add-ons which bring their own new
rules, rather than modifying existing portions of the game, the GM can choose whether or
not to use each of these two modules in their own campaigns.
Q: Is D&D appropriate for kids?
A: Dungeons and Dragons is usually aimed at teenagers and adults, because it includes
real violence as the default assumption, and many character powers and abilities are
centered on combat capabilities. If it had a MPAA rating, it would be PG or PG-13. At the
very least, the GM has a lot of responsibilities, and should be mature enough to run a fair,

Q: So what are the GMs responsibilities?


A: Before the game, the GM prepares an adventure in which the player characters
will participate. Adventures can range from simple problem-solving (find out whos
stealing pies from Granny Smiths window) to political intrigue, to exploring a complete,
detailed castle ruin filled with dangerous monsters and valuable treasures. You can find
pre-written adventures all over the internet, some free and some for sale. There are
entire websites dedicated to adventure ideas, even random tables that generate
adventure ideas. All are easy to find on the internet if youre feeling creatively stumped
or in a rush for time. rpg.drivethrustuff.com and DNDClassics.com are excellent sources
of PDF adventures. Other forum sites with tons of advice are www.ENWorld.org and
www.RPG.net. One of the best sources of adventures is Dungeon Magazine. If you
subscribe to Wizards of the Coasts D&D Insider service (about $10/month, less for
recurring subscriptions) you can download every PDF issue of Dungeon Magazine for
free, and have dozens of professional-quality adventures ready to use on your computer
(although you will have to convert them from 4th edition to 5th edition, which isnt too
hard).
During the game, you describe the scene, the situation, and any other information
the players need to determine what to do. You also role-play the NPCs (non-player
characters) who may be friends or enemies of the PCs (player characters). If the
adventure breaks out into combat, you may want to lay out miniatures or tokens
representing the player characters and NPCs on a map of some kind so everyone can get
an idea of where things are positioned (though this is optional). Some groups use
expensive, elaborate gaming terrain and miniatures (MLP blind bag figures work well),
while others have just as much fun with simple 1 graph paper and coins, buttons,
beads, or poker chips for tokens. Do a Google image search for D&D game play and
youll see plenty of examples.
Above all, its your job to make sure everyone is having fun. Watch that each player
is getting to share in the adventure and nobody is dominating the others or being left
out. As you get to know the players and their characters better you can easily add
portions of the adventure that shine a spotlight on their unique abilities.
Q: What about player responsibilities?

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Q: Im new to Dungeons and Dragons. How does this work?


A: Dungeons and Dragons is a fantasy roleplaying game. In it, one person takes on the
role of the Dungeon Master, abbreviated as DM. In this rule set I use the term GM (Game
Master), as its more generic. The DM/GM creates the setting, tells the story, and uses the
rules and their own decision-making to decide what results from the actions of the players.
The players typically number from 1 to 6, although most people would probably
consider 4 or 5 players to be the best number. Each player creates their own unique
character by choosing a race and class, customizing it to their liking, and writing a
background for him or her. Ideally, each character in the party should be good at different
things, so that together with teamwork, they become greater than the sum of their parts.
The GM works together with the players in creating a fun, exciting, personalized narrative
for the characters to participate in.

MLP45E Chapter 1 Questions & Answers

Roleplaying Q&A

interesting, and challenging campaign, while players can usually be younger. Many adult
GMs run regular D&D games for their kids, often as young as 7 or 8 years old.
That said, its easy for the GM to turn it into a kid-friendly game by downplaying the
combat aspects, or encouraging the players to think their way through problems rather
than resorting to violence, or only using it as a last resort (just like in the cartoon). You
can also assume that rather than killing their opponents, players beat them up, and the
villains learn their lesson or are brought to justice. Like Discords redemption, it can be a
lot of fun to have a former villain come back later to help out the players.

Q: Im already familiar with D&D, but not with 5th edition. What is it like?
A: DND Next or 5th edition is a unification edition which takes some of the best
elements of 3rd and 4th edition while trying to avoid the pitfalls of those versions and
getting back to a simpler D&D. The primary feature is bounded accuracy which puts tight
controls on the die roll bonuses so common (and difficult to track) in past editions. There is
also a hard cap of 20 on ability scores for player characters. Fortitude, Reflex, and Will are
gone, and saving throws are keyed off each ability score. Feats are harder to get but much
more powerful in scope, being more like expanded class features than 3e or 4e feats. 5e
also features character backgrounds (similar to 4e themes), ritual magic, and hit dice
(somewhat similar to 4es healing surges). Finally, there are robust multiclassing rules
which allow you to create interesting character concepts which arent covered by the core
classes.
Q: What classes are covered in the 5e Players Handbook?
A: The core class list includes the barbarian (berserker and totem warrior), bard
(college of lore and college of valor), cleric (multiple domains), druid (circle of the moon
and circle of the land), fighter (champion, battle master, and eldritch knight), monk (way of
the open hand, way of the four elements, and way of shadows), paladin (oath of devotion,
oath of the ancients, and oath of vengeance), ranger (hunter and beast master), rogue
(assassin, thief, and arcane trickster), sorcerer (draconic bloodline origin or wild magic
origin), warlock (3 pacts archfey, great old ones, and fiends and 3 boons chain, blade,
and tome), and wizard (8 different traditions). Thats a total of nearly 30 different character
classes to choose from. When you combine that with the 26 different subraces available in
MLP45E, thats around 500 different possible combinations to try out.
And because 5e is built with multiclassing in mind rather than including it as an
afterthought, its easy to use multiclassing to recreate character classes from previous
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editions that arent yet implemented. For example, a 4 -edition avenger could be created

Q: I have a suggestion, a question, or want to talk about the game!


A: For the time being, comments, questions, and suggestions can be left on my
DeviantArt page under the gallery entry for each MLP45E document. If it gets to be too
crowded I will look into a host forum. Follow me on DA and youll be notified of any
updates.

cheezedoodle96.deviantart.com

as a paladin/rogue. Finally, this book adds several new cleric domains for the Equestria
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setting, such as Shamanism to emulate 4 edition D&D shamans.

Game World Q&A


Q: Wait, isnt this all fanon/headcanon from this point forward?
A: Indeed! In order to flesh out Equestria as a complete setting, many assumptions
have to be made. In all cases I tried to cleave as close to the shows canon as possible. In
many cases, however, we only have brief glimpses of some of the shows species, spells,
and equipment, so many gaps have to be filled in. Especially for the character races, I
have provided some suggestions but left the majority of it open to the GMs
interpretation. Like any roleplaying game, the GM is always free to change things as he
or she sees fit.
Q: How can there be clerics or paladins when Equestria doesnt have gods! And how
can non-unicorns use magic?
A: In show-canon Equestria, only unicorns are depicted as having the ability to use
magic. If you were to limit magic to only unicorns, then that would lock non-unicorns out
of more than half of D&Ds classes. In order to support the most classes while still
making a nod to unicorn-unique magic, MLP45E makes these assumptions:
Arcane magic: Used by bards, sorcerers, wizards, eldritch knights, and arcane
tricksters, arcane magic is available only to unicorns and certain other races. This magic
comes from within the user, is powered by their own life force, and is channeled through
their horn(s). Warlocks are a unique case. While they do use arcane magic, warlocks are
granted the ability to use this magic through a pact made with a powerful eldritch being.
Because of that, any race can become a warlock and use this borrowed pact magic
even if they cant create it themselves.
Divine magic: Used by clerics and paladins, divine magic is available to all races.
Whether it is provided directly by gods or simply powered by the positive energy
produced by all sentient creatures is up to the GM to determine for their version of
Equestria. MLP45E makes the assumption that gods exist, but they are hidden,
unknowable beings. Instead, they make their intentions known through their proxies:
powerful, immortal beings that live in Equestria and serve their will. Some known
proxies (or avatars) are the sisters Celestia and Luna, Discord the Prince of Chaos, Queen
Chrysalis, King Sombra, and Lord Tirek. Creative Brony fan fiction authors have produced

MLP45E Chapter 1 Questions & Answers

A: The players are each responsible for creating a unique character and customizing it
to their liking. You should write an interesting background for your PC (player character)
and try to fit them into the world. You might even choose an existing canon character from
the show as your character, but be sure to ask the GMs permission first because that may
intrude on their plans for the campaign. Since D&D and FiM are both primarily about
cooperation and teamwork, you should create a character that can get along with others
and at least attempt to make friends. Some groups play evil characters, but unless all the
players and the GM are in agreement with their expectations, such a campaign can quickly
become un-fun.
With that in mind, you should cooperate with the other players when making your
characters. The most effective parties usually have a good blend of character races and
classes, each with abilities that complement their allies. The classic D&D group consists of a
fighter, cleric, wizard, and rogue. If the group is small, the GM can also choose to create an
NPC helper or two to join your group and fill out any missing roles.
Finally, make sure that everyone is having fun. Make sure youre not hogging the
spotlight from the other players, but also make sure that youre contributing to the game
and everyones enjoyment. The GM has a difficult task, so try to be understanding if you
think they are in the wrong, or forgetting something, and talk to them in private rather
than calling them out.

Q: What are the rules for quadrupeds gripping weapons?


A: Its been demonstrated in the show that quadruped characters can get along just
fine without opposable thumbs. Whether thats through using their incredibly dexterous
mouths or fetlock wrist grip, they seem to have no trouble changing diapers, chopping
down trees, writing, and performing surgery without hands or magic. Therefore, no special
rules are needed. Like most things in Equestria, its best if you dont think too hard about it.
If you want to be a stickler, use these assumptions:
Two-handed weapons: These are gripped either by the mouth (preferred) or with two
hooves. The problem with the two-hoof grip is it prevents quadruped characters from
moving around effectively unless the weapon is stowed, since (except for the occasional
dance routine) they walk on all fours.
One-handed weapons: A single one-handed weapon can be gripped by the mouth.
Dual-wielding of light weapons is typically done by strapping them to the forelegs.
Shields: Bucklers and shields can be strapped to a foreleg. A leg with a shield cannot
be used to wield a weapon.
Spellcaster implements: Holy symbols and the like can all be worn on clothing and
dont need to be gripped. Rods, staves, wands, are gripped in the mouth or fetlock when
needed, and are tucked in a pocket, sheath, or under a belt when not.
Levitating Weapons: Unicorns (and other magic-using races) have an option available
to use their magic to control weapons. See the race descriptions in Chapter 2 and 3 for
details.
Q: How does Equestrian currency translate to D&D?
A: Weve only been shown a single type of coin for currency - the Equestrian Bit, a
gold coin. To make things easy, MLP45e rules opt instead to just adopt the D&D coinage
system for simplicitys sake, and uses copper bits (cb), silver bits (sb), gold bits (gb), and
platinum bits (pb) in place of D&Ds copper, silver, gold, and platinum coins. Throughout
these documents, most items will be priced in gb or sb. Theres 10 copper bits to one silver
bit, ten silver to one gold, and ten gold to one platinum.
Gemstones are also frequently used in currency, usually for values much greater
than bits. Each gemstone will have its value listed in bits, so it can be traded directly for

Q: Where does leather come from? :P


A: This doesnt get discussed in the show because why are you over-analyzing a
kids show!? Just like in the real world, leather comes from non-sentient animals. After
all, theres got to be a reason Sweet Apple Acres keeps livestock...

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goods and services. Arcanium, a magical crystal (and its powdered form, magic dust are
also frequently used as currency. See Chapter 6: Equipment for information on
Arcanium.

MLP45E Chapter 1 Questions & Answers

a number of other similar powerful beings that could serve as additional avatars. Even
though its complete fanon, I find the idea of a sun cleric blasting away undead in the name
of Celestia, or a vengeful night paladin cleansing the world of evil in Lunas name quite
exciting.
Druidic magic: Used by druids, rangers, and totem warrior barbarians, druidic magic is
also available to all races. Druidic magic draws on the energy of the world itself, and the life
force of all living creatures. One revelation made in the recently-released Journal of the
Two Sisters is that the zebras Luna befriended were able to cast their own spells, though it
doesnt go into detail what kind, other than that they are defensive in nature. To me, this
makes a plausible case for druidic or shamanistic magic existing in canon Equestria.
Other magic: A few classes dont quite fit any of the above categories. Way of
shadows monks (ninjas), and way of the four elements monks (air/earth/fire/water
benders) are their own unique type of magic. Its up to the GM to determine whether these
classes are available to non-unicorns or not, but Id allow them. Especially since Maud Pie
makes such a perfect earth monk!

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A Note on Race
I use the term race throughout these
documents because, though technically
incorrect, that has always been the
standard term used in D&D to denote the
differing character species available.

MLP45E Chapter 2: Canon Character Races

For the pony races I have attempted to stay as close to canon as possible, however there are a few abilities appearing in fanon and
headcanon that have been added to round them out. Few of the other races really have much in the way of official material. For those races,
usually all we have to go by are individual examples (Spike, Gilda, Zecora), so a great deal of abilities have to be made up whole-cloth. In most
cases I have taken existing D&D racial abilities and added them where I felt the flavor would be appropriate. Although I havent read much in
the way of fan fiction, but some of the abilities have been adapted from those sources.
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If youre already familiar with the 5 -edition D&D races, youll probably notice that these races are a bit more powerful than normal. The
reason is that pegasus flight abilities have to be baked-in to their racial abilities. Normally at-will flight is not available to standard D&D races.
Therefore, the power level of all races needed to be boosted to match that of pegasi to provide a level playing field. I would caution against
using standard D&D races together in the same campaign with those of MLP45E, since the Equestrian races will certainly be more powerful. If
you do want to have some sort of portal/crossover game where humans and other humanoid species are present in Equestria, youll want to
give characters who are members of standard D&D races a bonus feat to keep them balanced with Equestrian races.

The Shady Trough by Equestria-Prevails

Earth Pony Traits


Size: Medium
Speed: 30 feet.
Vision: Normal
Languages: Equestrian and one additional
Natural Weapons: You are proficient with your
hoof and bite attacks, which are finesse weapons
that deal 1d4 bludgeoning damage.
Cutie Mark: All ponies receive a cutie mark by
adulthood. You determine what your cutie mark
looks like and the ideal it represents. See the section
on cutie marks in chapter 4 for complete rules.
Close to the Earth: You gain proficiency in one
skill from this list: Animal Handling, Athletics,
Insight, Medicine, Nature, or Survival.
Stand Firm: Whenever an effect would force
you to move or knock you prone, you can roll a DC
Commission 1
15 Strength, Dexterity, or Constitution saving throw
By Atonewiththepants
to ignore the movement or prone effect.
Vim & Vigor: Whenever you roll Hit Dice to
heal, add +2 to the result of each die. Whenever you gain temporary hit points, add +2 to the
amount received.
Subrace: Choose a subrace. Five are described here: Andalusian, Appaloosa, Arabian,
Clydesdale, and Mustang.

Andalusian (Subrace)
While not as large as Clydesdales or swift as Mustangs, Andalusians are often more
social and outgoing than their kin.
Ability Score Bonus: From Constitution, Intelligence, and Charisma, choose one ability
to increase by 2 and a second to increase by 1.
Everyones Best Friend: Whenever you roll a Charisma ability or skill check add half your
proficiency bonus, even if you are already adding your proficiency bonus.
People-Pony: Choose one skill from this list: Intimidation, Performance, or Persuasion.
You gain proficiency in that skill.

Design Notes: Earth Pony


The Appaloosan ponies
In order to make sure earth ponies dont fall
account for the majority of Earth
behind pegasi and unicorns, their legendary
ponies throughout Equestria.
toughness and strength needed to be
Most live in small farming and
represented favorably in the mechanics.
fishing communities. Appaloosas
They are one of the most flexible races, with
are distinct in that they often
the five subraces covering a wide range of
have spotted coats. They are the
character concepts. Dont take the horse
founders of both Appleloosa and
breeds too literally thoughtheyre still all
Ponyville, among many other
ponies and even within the same family,
towns.
siblings might represent different subraces.
Ability Score Bonus: From
Constitution, Wisdom, and
Charisma, choose one ability to
increase by 2 and a second to
increase by 1.
Country Wisdom: Choose one skill from this list: Animal Handling, Insight, Nature, or
Survival. You gain proficiency in that skill.
Crafty: You gain proficiency in a Tool of your choice other than thieves tools.
Pilgrim Trader: Choose Bovine, Canine, Cervine, French, or Griff. You speak enough of
the chosen language to hold a conversation.

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Earth ponies are the most numerous of the equine races. They reside in groups ranging
in size from small, nomadic herds to massive cities. Their natural magic is subtle and often
manifests as superior strength, stamina, personal magnetism, or close ties with the plants
and creatures of the earth. Earth ponies are responsible for nearly all food production in
Equestria. Although they are incapable of flight like pegasi, or direct control of their magic
like unicorns, they can still excel in any profession. Perhaps its that perceived need which
drives many earth ponies to become the nations foremost experts in their fields of interest.

Appaloosa (Subrace)

Arabian (Subrace)
The ponies of distant Saddle Arabia are taller and slimmer than the average earth
pony. One could assume that their culture is significantly different from that of Equestrian
ponies. That is left for the GM to flesh out.
Ability Score Bonus: From Constitution, Intelligence, Wisdom, and Charisma, choose
one ability to increase by 2 and a second to increase by 1.
Languages: Add Arabic as a bonus language.
Fleet of Hoof: Your speed increases by 5 feet.
Social Caste: Choose one of the following:

Artificer: You have advantage on Intelligence checks related to alchemy, magic


items, and items of artifice.

Desert Dweller: When you take fire damage, reduce the damage taken by 2. In
addition, you have advantage on Constitution saves to avoid exhaustion from
hot weather.

Regal Bearing: Re-roll any Charisma ability or skill check die that is 5 or less
before your bonuses are added.

Clydesdale (Subrace)
Clydesdales are larger than other ponies, and stronger. They tend to have longer,
shaggier hair, especially around their fetlocks.
Ability Score Bonus: From Strength, Constitution, and Charisma, choose one ability to
increase by 2 and a second to increase by 1.
Strong Back: Your speed is not reduced by wearing heavy armor in which you are
proficient, and your carrying capacity, and lift, push, and pull limits are increased by 50%.

MLP45E Chapter 2: Canon Character Races

Earth Pony

Mustangs roam Equestrias open plains and are known for their agility and swiftness.
Ability Score Bonus: From Dexterity, Constitution, and Charisma, choose one ability to
increase by 2 and a second to increase by 1.
Born to Run: You have advantage on any saving throws against effects that restrain you
or slow your movement. In addition, each time you use your movement, you can treat up to
10 feet of difficult terrain as normal terrain.
Fleet of Hoof: Your speed increases by 5 feet.

Pegasus Pony
The pegasi are the second most numerous of the equine races. Most live in floating cloud
cities such as Cloudsdale, but they are still common elsewhere, making up roughly 25% of the
populations of other pony cities. Pegasi are responsible for managing the weather throughout
all of Equestrias populated lands, dissipating dangerous storms while still providing sufficient
rainfall for abundant agricultural production. Pegasi are also natural warriors, and make up
the majority of the Canterlot Royal Guard corps, including the elite Wonderbolts team.

Pegasus Pony Traits


Ability Score Bonus: From Dexterity,
Constitution, and Charisma, choose one
ability to increase by 2 and a second to
increase by 1..
Size: Medium
Speed: 30 feet.
Vision: Normal
Languages: Equestrian and one
additional
Natural Weapons: You are proficient
with your hoof and bite attacks, which are
finesse weapons that deal 1d4 bludgeoning
damage.
Thunderlane, Celestial Avenger
Cutie Mark: All ponies receive a cutie
mark by adulthood. You determine what
by Cheezedoodle96
your cutie mark looks like and the ideal it
represents See the section on cutie marks in chapter 4 for complete rules.
Flight: You have a fly speed of 50 feet. If you are at half your maximum HP or less, your
fly speed is halved and you must make a DC 15 Constitution check to gain altitude. If you are
at one-quarter your maximum HP or less, you cannot fly. You can only glide to the ground
(see below).

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Mustang (Subrace)

Cloud Walking: You can touch


and interact with clouds as if they were
Design Notes: Pegasi
solid (albeit soft) ground. This means
The base pegasus flight capabilities
you can sit or lie on clouds, move them
represent the average pegasus. Super
around, gather them together, or buck
speed abilities like those Rainbow Dash
them apart with your hooves. You can
demonstrates regularly are available as
also stomp on thick clouds and force
cartoon physics abilities.
them to rain, or possibly even coax out
The subrace names are simply
a small lightning bolt if its a thick
headcanon and of course youre free to
enough cloud.
change them. Pennate is a Latin term
Glide: When you fall 30 feet or
which means feathered and Nocturnus
more, you can use your reaction to
implies the nocturnal nature of batspread your wings and slow your fall,
ponies (which isnt a very practical official
preventing you from taking any falling
name for a subrace)!
damage. For every 10 feet you fall, you
can move 5 feet horizontally.
Sky Hauler: You gain Sky Hauler as a bonus Cartoon Physics ability.
Keen Senses: You gain proficiency in the Perception skill.
Subrace: Choose a subrace. Two are described here: Pennate and Nocturnus

Pennate (Subrace)
Pennate pegasi have light, lithe bodies built for speed. Their powerful, feathered
wings lift them into the air with ease. Most hail from the aerial cities of Cloudsdale and Las
Pegasus. They are the pegasi most people think of when they hear the name.
Athletic Poise: Choose one skill from this list: Acrobatics, Athletics, or Stealth. You
gain proficiency in that skill.
Lightning Reflexes: You add your proficiency bonus to your Initiative rolls.

Nocturnus (Subrace)
Nocturnus pegasi have large, bat-like wings,
eyes with slitted pupils, pointed canine teeth,
and dark coats. Parents tell their children scary
stories about Princess Lunas Nocturni guards
who come to take away naughty foals who dont
go to bed when told. Despite their fearsome
looks and reputation, most are friendly, but
proud of their appearance and like to take
advantage of it when they can.
Darkvision: You can see in dim light within
120 feet of you as if it were bright light, and in
darkness as if it were dim light. You cant discern
color in darkness, only shades of gray.
Skulker: Choose one skill from this list:
Acrobatics, Intimidation, or Stealth. You gain
proficiency in that skill.

The Shadow
By Equestria-Prevails

MLP45E Chapter 2: Canon Character Races

Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you
gain a level. Additionally, you have a bonus Hit Die at level 1, which is 1d10 in size. You do
not add it to your maximum HP, but you can use it during short rests to heal.

Unicorn Pony Traits


Ability Score Bonus: From Intelligence,
Wisdom, and Charisma, choose one ability to
increase by 2 and a second to increase by 1.
Size: Medium
Speed: 30 feet.
Vision: Normal
Languages: Equestrian and one additional
Natural Weapons: You are proficient with your
hoof, bite, and horn attacks, which are finesse
weapons. Your hooves and bite deal 1d4
bludgeoning damage, and your horn deals 1d4
piercing damage.
Lyra Heartstrings,
Cutie Mark: All ponies receive a cutie mark by
adulthood. You determine what your cutie mark
Bard of Ponyville
looks like and the ideal it represents See the section
By Cheezedoodle96
on cutie marks in chapter 4 for complete rules.
Arcane Magic: Your horn grants you the capability to wield arcane magic. This means
that you are eligible for the bard, mage, and sorcerer classes and the eldritch knight and
arcane trickster subclasses. While you cast or concentrate on a spell, both your horn and the
target of the spell glow with a magical aura. The color of your magic aura is determined at
birth and never changes (unless you use dark magic).
th
Magic Initiate: You gain the Magic Initiate feat (see page 168 of the D&D 5 Edition
Players Handbook). Choose bard, sorcerer, or wizard as the class which you wish to learn
spells from. Most unicorns pick Apprentices Telekinesis and Light as their cantrips. If desired,
st
you can opt to learn an additional cantrip instead of the feats 1 -level spell.
Knowledgeable: Choose one skill from this list: Arcana, History, Nature, or Religion. You
gain proficiency in that skill.
Advanced Studies: Not every unicorn becomes a master of arcane spells. In fact, the
majority spend their lives in happiness without the need to learn additional magic beyond
the basics. Select one ability from this list:

Arcane Apprentice: You learn


st
an extra cantrip or 1 -level spell
Design Notes: Unicorns
for your Magic Initiate trait.
Its apparent in the show that unicorns
Arcane Weaponmaster
(Especially Twilight) are only as powerful
(Requires Apprentice
as the story requires them to be at the
Telekinesis cantrip): You can
moment. That doesnt really work in a
expertly wield a two-handed
roleplaying game. Spells need to act
weapon, weapon and shield, or
consistently or suspension of disbelief
dual-wield light weapons
suffers.
telekinetically with your magic.
Ive tried hard to capture the exact
When you make an attack with
capabilities of spells used in the show,
that weapon, you can use your
but in some cases they needed to be
spellcasting ability modifier for
limited for game balance purposes. That
the attack and damage rolls
said, unicorn characters get to choose to
instead of your Strength or
be either a magical prodigy like Twilight,
Dexterity if desired.
or more like your typical background
Higher Education: You gain
unicorn.
training one skill, tool, or
language of your choice, and the
ability score you did not choose
to increase for your unicorn ability score racial adjustment (Intelligence, Wisdom,
or Charisma) increases by 1.

cheezedoodle96.deviantart.com

Unicorns are the least numerous of the three pony races, although they are still more
common than most non-equines. Like pegasi they have founded their own cities, which are
typically in hilly or mountainous regions where their magic is needed to sculpt the terrain to
be suitable for construction. Unicorns are still common in earth pony cities, making up
roughly 20% of the population. Unicorns have the most direct control over their natural
magic, which they achieve through focusing on the horn in their foreheads. In ancient times
unicorns controlled the movements of the sun and moon, although that responsibility has
fallen to the royal sisters since their ascendance. Of all the equine races, unicorns seem most
drawn to intellectual pursuits such as art, music, and craft, although there are still plenty of
unicorn soldiers, farmers, and merchants.

Crystal Pony
Crystal ponies are an offshoot of the standard pony races that originally hail from the
Crystal Empire. Their kind spent centuries enslaved by the wicked King Sombra. The vast
majority of crystal ponies are earth ponies, but
a few crystal pegasi are known to exist.
To create a crystal pony, select one of
the three normal pony races (and subrace if
applicable). Then add the following:
Crystalline Shine: You can re-roll a
Charisma-based ability check, skill check, or
saving throw. You regain the use of this ability
after a long rest.
Crystal Heart Champion: Every time you
take necrotic damage, you take 2 fewer points
of necrotic damage.
Repressed Memories: Every time you
take psychic damage, you become frightened.
You can use your action to roll a DC 15
Wisdom or Charisma check. A success ends
the condition.

Crystal Empire Royal Guard


By TheShadowStone

MLP45E Chapter 2: Canon Character Races

Unicorn Pony

Buffalo Traits
Ability Score Bonus: From Strength,
Constitution, and Wisdom, increase one
score by 2 and the other two by 1.
Size: Large
Speed: 30 feet
Vision: Normal
Languages: Bovine, Equestrian, Smoke
Signs
Natural Weapons: You are proficient
with your head-butt attack, which is a
finesse weapon that deals 1d8 bludgeoning
Laughing Water, Buffalo Spiritdamage.
Talker Shaman
Large and In Charge: As a large-sized
creature, you occupy a 10-foot diameter
By Cheezedoodle96
space in combat. You can carry, lift, pull, and
push twice as much weight as a medium-sized creature. If you are forced to squeeze into a 5foot wide passage, you move at half speed, your opponents have advantage against you and
you have disadvantage on all rolls. Small-sized
creatures can freely move through your space,
Design Notes: Buffalo
and likewise you can move through their
spaces. You also need to eat and drink four
Theres not much information on
times as much as a medium-sized creature.
buffalo in the show aside from their
Bison Brute: Your weapon attacks with
appearance in Over A Barrel. As
manufactured weapons sized appropriately to
they are based on Native American
you deal 2 extra damage.
culture, a number of their abilities and
Stampede: If you use the Dash action you
feats are drawn from Native American
can use a bonus action to make a head-butt
tropes.
attack at any point during its movement. If this
attack hits, contest your Strength against the
target's Strength or Dexterity. If you win, you knock the target prone.
Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you
gain a level. Additionally, you have a bonus Hit Die at level 1, which is 1d10 in size. You do
not add it to your maximum HP, but you can use it during short rests to heal.
War Cry: On the first round of combat (as long as you are free to yell), you and your
allies have a +1 bonus to attack rolls and armor class.

Diamond dogs are an apelike canine race with oversized forelegs and undersized hind
legs. They normally walk and run on all fours, but have no trouble standing upright and
using their forelegs (complete with opposable thumbs) as arms. Their tails are stubby and
mace-like, with bony spikes or knob. Like all canines, they possess a keen sense of smell.
A colony of diamond dogs lives near Ponyville, underneath Raritys favorite gemhunting grounds. This particular group is cruel, but not all diamond dogs exhibit this
behavior. In fact, according to the official comic series, an entire kingdom of diamond dogs
exists on the border of Equestria, and their queen requested Rainbow Dash to come and
perform an aerial stunt show for them.

Diamond Dog Traits


Ability Score Bonus: Your
Constitution score increases by
1.
Size: Medium
Speed: 25 feet.
Darkvision: You can see
in dim light within 60 feet of
you as if it were bright light,
and in darkness as if it were
dim light. You can't discern
color in darkness, only shades
of gray.
Languages: Canine and
Equestrian
Natural Weapons: You
are proficient with your claw
and bite attacks, which are
finesse weapons that deal 1d4
slashing damage and 1d4
Horse Thieves
piercing damage, respectively.
Burrow: You can dig
By Cheezedoodle96
through sand, dirt, and loose
stone at the rate of 5 feet per round, up to a number of minutes per day equal to your
Constitution score. You can dig longer, but you risk exhaustion (DMs option).
Keen Nose: You have advantage on Investigation and Perception checks when
attempting to notice or locate objects that have a distinct smell, or other creatures. If
there's a strong distracting smell in the area, you might instead have disadvantage (GM's
option).
Your sense of smell is such that you can recognize the species of creatures that have
been in an area recently. Roll a Wisdom (Perception) check according to the following
st
table. You also have the Tracking ability of a 1 -level ranger. If you choose ranger as your
class, you gain free training in the Perception skill instead.

cheezedoodle96.deviantart.com

The buffalo tribes roam the open plains of southern Equestria, from the San Palomino
Desert to Dodge Junction, and their annual migrations take them through the center of that
range, Appleloosa. Buffalo culture resembles that of Native Americans. Recently the buffalo
have made peace with the ponies of Appleloosa, and some young buffalo are beginning to
explore pony culture. Their mammoth size sometimes gets them into awkward situations, but
it has its advantages.

Diamond Dog

MLP45E Chapter 2: Canon Character Races

Buffalo

Doberman (Subrace)
Diamond Dog Dobermans lie halfway between
their larger and smaller kin. Their keen wits often lead
to them becoming the brains of any diamond dog
outfit.
Ability Score Bonus: Your Wisdom or Charisma
score increases by 2.
Crafty: You gain proficiency in one tool of your
choice.

Mastiff (Subrace)

Design Notes:
Diamond Dog
Other than their single
appearance in season 1 and
coming up in the IDW Friends
Forever #6 comic, there is
little to go on for these guys.
They are currently based on
D&D dwarves, with a few
additional abilities borrowed
from halflings.

Diamond Dog Mastiffs are the big muscular


brutes of their race. They are most comfortable in a
suit of heavy armor, swinging a big weapon.
Ability Score Bonus: Your Strength score increases by 2.
Armor Mastery: You have proficiency with light and medium armor. While wearing
medium or heavy armor, you gain a +1 bonus to Armor Class.

Pug (Subrace)
Diamond Dog Pugs make up in sneakiness and agility what the lack in brute strength.
Ability Score Bonus: Your Dexterity score increases by 2.
Size: Small
Devious: Choose Acrobatics, Sleight of Hand, or Stealth. You gain proficiency in that skill.
Nimble: You can move through the space of any creature that is size medium or larger.
Sneaky: You can attempt to hide even when you are obscured only by a creature that is
size medium or larger.

Donkeys, and their half-horse hybrids--hinnies and mules--are all unique breeds with
slightly different characteristics, but for the purposes of the game, they all follow the same
rules. A hinny is the offspring of a male horse and female donkey, while a mule is the
offspring of a female horse and male donkey. Despite being equines, these three species all
lack cutie marks. Similar in size to ponies, in general they are known to be strong,
surefooted, patient, and tough, sharing many of the traits of earth ponies.
In Equestria, donkeys hinnies, and mules appear to live normal, modest lives among
the pony majority. Cranky the donkey lives up to his namesake, but other examples of this
group seem well-adjusted and easy
to get along with.

cheezedoodle96.deviantart.com

Magic Resistant: When you fail a save against a magic spell, you can re-roll the save.
You regain the use of this ability after a short rest.
Shifty: When an opponent misses you with an attack, you can use your reaction to make
a shove attack against that opponent or move up to 10 feet.
Subrace: Choose a subrace. Three are described here: Doberman, Mastiff, and Pug.

Donkey

Donkey Traits
Ability Score Bonus: From
Strength, Dexterity, Constitution,
and Wisdom, choose one ability to
increase by 2 and a second to
increase by 1.
Size: Medium
Speed: 25 feet
Vision: Normal
Languages: Equestrian and
Cranky Doodle Cleric
one additional
By Cheezedoodle96
Natural Weapons: You are
proficient with your hoof and bite attacks, which are finesse weapons that deal 1d4
bludgeoning damage.
Brave: You have advantage on saving throws against being frightened or terrified.
Nimble: You can move through the space of any creature that is size large or larger.
Stand Firm: Whenever an effect would force you to move or knock you prone, you
can roll a DC 15 Strength, Dexterity, or Constitution saving throw to ignore the movement
or prone effect.
Strong Back: Your speed is not reduced by wearing heavy armor in which you are
proficient, and your carrying capacity, and lift,
push, and pull limits are increased by 50%.
Stubborn: When an effect blinds, dazes,
Design Notes: Donkey
deafens, frightens, stresses, terrifies, or stuns
Since they are already very
you, you can use your reaction to ignore that
similar to earth ponies, I wanted to
condition. You can use this ability again after
include a few earth pony abilities
a short rest.
but also wanted to make sure they
Vim & Vigor: Whenever you roll Hit Dice
had something unique to
to heal, add +2 to the result of each die.
themselves. Otherwise, for all
Whenever you gain temporary hit points, add
practical purposes, they are earth
+2 to the amount.
ponies without cutie marks.

MLP45E Chapter 2: Canon Character Races

Scent Situation
DC
Recognize a familiar species
10
Recognize an individual you know well
15
Recognize an individual you have met at least once
20
Every four hours that have passed
+1 to the DC
Rain or snow in the area
+5 to the DC
Particularly overpowering smell nearby
Disadvantage

10

In exceedingly rare situations, a young dragon finds itself orphaned, abandoned, or even
voluntarily leaving the company of other dragons to associate with ponies. One of the most
well-known is Spike, assistant and confidant of Princess Twilight Sparkle. Like the equine
races, dragons also possess innate magic, but theirs usually empowers their physical might
and the power of their dragon breath. Occasionally, a dragon learns to control its innate
magic, allowing it to cast spells like a unicorn. Most Equestrian dragons normally breathe fire,
but its rumored there are other dragon types who breathe acid, cold, lightning, and poison.

Dragon Traits
Ability Score Bonus: From Strength,
Constitution, and Charisma, choose one
ability to increase by 2 and a second to
increase by 1.
Size: Medium
Speed: 25 feet
Vision: Normal
Languages: Equestrian, Draconic
Natural Weapons: You are
proficient with your claw and bite
attacks, which are finesse weapons that
deal 1d4 slashing damage and piercing
damage, respectively.
Dragon Type: Choose a dragon type
from the table below, which determines
your scale color and appearance, as well
as your breath weapon and damage resistance.
Dragon
Black or Copper
Blue or Bronze
Brass
Red or Gold
Green
White or Silver
Purple

Damage Type
Acid
Lightning
Fire
Fire
Poison
Cold
Fire

Design Notes: Dragon


This write-up assumes a slightly older,
winged dragon, like the teenagers
appearing in the episode Dragon Quest.
and that Spike will eventually grow wings
once hes older. Theres no canon
evidence of dragons using overt magic
spells like unicorns, so you can always
disallow that option if you like. I included
it to help break the unicorn monopoly on
arcane magic, and because D&D dragons
often have spellcasting ability.

Breath Weapon
5 x 30 ft. line (Dex. Save)
5 x 30 ft. line (Dex. Save)
5 x 30 ft. line (Dex Save)
15 ft. cone (Dex Save)
15 ft. cone (Con Save)
15 ft. cone (Con Save)
15 ft. cone (Dex Save)

Breath Weapon: You can use your action to exhale destructive energy. Your dragon type
determines the size, shape, and damage type of the exhalation. When you use your breath
weapon, each creature in the area of the exhalation must make a saving throw as indicated.
A creature takes 1d6 damage on a failed save, and half as much on a successful save. The
save DC is 8 + your Constitution bonus + your proficiency bonus.

th

cheezedoodle96.deviantart.com

Dragon

th

MLP45E Chapter 2: Canon Character Races

th

The damage increases to 2d6 at 6 level, 3d6 at 11 level, and 4d6 at 16 level. After
you use your breath weapon, you cannot use it again until you complete a short rest or a
long rest.
Focus Breath: You can choose to concentrate your breath weapon attack down to
affect a single adjacent object over multiple rounds. One round of such use will destroy
flimsy objects; 3 or 4 rounds will melt, burn, or weaken more durable objects such as a
padlock, weapon, or chain. Exact details are left to the GM to decide. This use expends
your breath weapon like any other use.
Damage Resistance: You have resistance to the damage type associated with your
dragon color.
Immature Wings: Your
wings have emerged recently,
although it will be some time
before they are strong enough
to enable regular flight. In the
meantime, you can use them
for short bursts of flight and
some controlled gliding. You
can use your movement to fly
the same distance as your
ground speed, but if you do so
more than once before you
complete a short rest, each
additional use after the first
you must roll a DC 15
Zuri and Argent By Cheezedoodle96
Constitution save or gain a
level of exhaustion.
Glide: When you fall 30 feet or more, you can use your reaction to spread your wings
and slow your fall, giving you resistance against falling damage. For every 10 feet you fall,
you can move 5 feet horizontally.
Dragon Bloodline: Choose two dragon bloodline abilities from the list below.

Arcane Apprentice: You can wield arcane magic like a unicorn. Pick bard,
sorcerer, or wizard. Your spellcasting ability is Charisma (bard or sorcerer
cantrips) or Intelligence (wizard cantrips). You learn two cantrips from the
chosen class.

Deadly Weapons: Your claw and bite damage increase to 1d10.

Enhanced Senses: You gain Darkvision 120 like a Nocturnus Pegasus

Frightening: You gain proficiency in Intimidation and have advantage on


Charisma (Intimidation) checks.

Immunity: You have immunity to the damage type associated with your
draconic ancestry, rather than resistance.

Intense Breath: Your breath deals 1d6 additional damage and creatures have
disadvantage on saves against it.

Lanky Legs: Your ground speed increases by 10 feet.

Quickened Breath: You can use your breath weapon as a bonus action.

11

Griffon
Griffons are a predatory race of half-lion, half-bird creatures who hail from beyond
Equestria. They have the body, hind legs, and tail of a lion, and the forelegs, talons, wings,
and head of an eagle, hawk, or owl. Although fairly rare, griffons have at least one
community within Equestria itself, and even sent a team to the Equestria Games. Some
griffons have integrated into pony culture and can be found living in the cities and towns of
Equestria, especially pegasus cities such as Cloudsdale. Griffon flight abilities are comparable
to those of pegasi, and their sharp beak, talons, and lion-like roar make them strong physical
combatants.

Griffon Traits
Ability Score Bonus: From Strength,
Dexterity, and Charisma, choose one ability to
increase by 2 and a second to increase by 1.
Size: Medium
Speed: 30 feet
Darkvision: You can see in dim light within
60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern
color in darkness, only shades of gray.
Alex (Alexander Ironclaw)
Languages: Griff, Equestrian
By Equestria-Prevails
Natural Weapons: You are proficient with
your claw and bite attacks, which are finesse weapons that deal 1d6 slashing damage and
piercing damage, respectively.
Flight: You have a fly speed of 50 feet. If you are at half your maximum HP or less, your
fly speed is halved and you must make a DC 15 Constitution check to gain altitude. If you are
at one-quarter your maximum HP or less, you cannot fly. You can only glide to the ground
(see below).
Cloud Walking: You can touch and interact with clouds as if they were solid (albeit soft)
ground. This means you can sit or lie on clouds, move them around, gather them together, or
tear them apart with your claws. You can also stomp on thick clouds and force them to rain,
or possibly even coax out a small lightning bolt if its a thick enough cloud.
Glide: When you fall 30 feet or more, you can use your reaction to spread your wings
and slow your fall, preventing you from taking any falling damage. For every 10 feet you fall,
you can move 5 feet horizontally.
Sky Hauler: You gain Sky Hauler as a bonus Cartoon Physics ability.

Keen Senses: You gain proficiency in


the Perception skill.
Design Notes: Griffon
Ferocious Roar: You can use your
Like the other flying races, flight is
action to belt out an impressive roar in a
such a powerful ability that it doesnt
15-foot cone. Each creature in the area is
leave much room for other griffon racial
deafened until the end of your next turn,
traits. Gilda uses a roar to intimidate
and the first creature to attack them
Fluttershy in Griffon the Brush Off, and
while they are deafened has advantage.
many birdlike creatures in D&D have
A successful Con save negates the
shriek abilities, so that felt like a good
effects. The save DC is 8 + your
fit. Finally, the pounce reflects their halfConstitution or Charisma bonus + your
lion aspect.
proficiency bonus. Creatures who fail the
save by 5 or more are frightened. At the
end of their turn each round they can
attempt a Wisdom save to remove the frightened condition. After you use your roar, you
cannot use it again until you complete a short rest.
Pounce: If you use the Dash action you can use a bonus action to make a claw attack
at the end of the movement. If this attack hits, it deals 1d6 extra damage and you contest
your Strength against the target's Strength or Dexterity. If you win, knock the target prone.

cheezedoodle96.deviantart.com

Robust Wings: Your wings are strong enough to let you fly up to four times
before needing to spend Hit Dice or rest.
Tough scales: When you take piercing, slashing, bludgeoning, or force damage,
reduce the damage by 1.

Minotaur
Minotaurs have the dubious honor of being Equestrias only known humanoid race.
Despite their frightening appearance, they seem to get along well enough with equines,
but nothing is known of their culture. Are they lone wanderers eking out a living among the
ponies? Or do they have their own communities elsewhere in Equestria? Perhaps they are
normally subterranean, and live in underground cities? These are things for the GM to
decide for their campaigns.

Minotaur Traits

Design Notes: Minotaur


Ability Score Bonus: From
I tried to avoid basing the entire minotaur
Strength, Constitution, and
race on Iron Wills eccentric behavior, but
Charisma, increase one ability by 2
his catch phrases were just too fun to not
and the other two by 1.
make them into racial abilities.
Size: Large
Minotaurs are one of the species I hope
Speed: 30 feet
the show revisits someday. It would be
Vision: Normal
interesting to learn about their culture in
Languages: Equestrian,
Equestria.
Undercommon
Natural Weapons: You are
proficient with your fists, which are
finesse weapons that deal 1d4 bludgeoning damage.

MLP45E Chapter 2: Canon Character Races

12

Zebra
The zebras are another race from beyond the borders of Equestria. Zebras share a
common ancestor with ponies and donkeys, though thousands of generations of evolution
have given them a number of differences, most notably their striped hair. In Equestria,
especially the smaller, insular communities, zebras are unfortunately often subject to a great
deal of suspicion and distrust, so it can be difficult for them to fit in at first.
Zebra culture is deeply spiritual, and the majority of them possess a reverence for nature
and their ancestors that borders on religious. Zebras are especially drawn to classes that form
pacts with nature or other beings or powers, such as the shaman, warlock, druid, and cleric.

Zebra Traits
Ability Score Bonus: From Strength, Constitution, and Wisdom, choose one ability to
increase by 2 and a second to increase by 1.

cheezedoodle96.deviantart.com

Size: Medium
Speed: 30 feet
Languages: Zebraharan,
Design Notes: Zebra
Equestrian
Like the minotaur and griffon, all we really
Natural Weapons: You are
have to go on is a single individual on which
proficient with your hoof and bite
to base an entire species. Luckily, in the
attacks, which are finesse weapons
episode Bridle Gossip we do have some
that deal 1d4 bludgeoning damage.
information on Zebra culture, which appears
Cutie Mark: All zebras receive a
to draw from some real-world African
cutie mark by adulthood. You
cultures.
determine what your cutie mark
Their racial abilities reflect a spiritual,
looks like and the ideal it represents.
reverent people, unique among all the
See the section on cutie marks in
Equestrian races shown to date in canon.
chapter 4 for complete rules.
One recent revelation in the Journal of the
Ancestral Guidance: After
Two Sisters is that the zebras befriended by
taking a long rest you can roll 3d20
Princess Luna were able to cast spells, which
and write down the results. At any
they used to defend themselves from their
point in the coming day you can use
enemies, the manticores.
one of those die results for your own
d20 roll or that of a friend instead of
rolling. Once a die is used in this
fashion it is discarded. Any unspent
die results are discarded when you begin a long rest.
Astute Observer: You gain
proficiency in the Insight or
Investigation skill, and you have
advantage on all checks and saves
against illusions.
Consult the Spirits: You can
use the Augury spell as a ritual
once per day, even if you cannot
normally cast spells. You begin
play with the material component
for free.
Meditative Healing: Each
time you spend a Hit Die to heal
during a short rest, you add 2 HP
to a pool of healing energy. You
can divide this extra healing
between yourself and any friends
who are also taking the rest with
Zecora, Everfree Druid
you. Unspent HP in the pool
By Cheezedoodle96
disappear at the end of the rest.

MLP45E Chapter 2: Canon Character Races

Assertive: You gain proficiency in the


Persuasion or Intimidation skill.
Orienteering Ace: You have a curious ability to
recognize your surroundings. You have advantage
on any checks you make to navigate (determine
what direction is north, avoid getting lost,
remember where youve been, and so on). If you
are ever affected by the maze spell, you can use
your action to end it immediately.
Tall, Dark, and Handsome: As a large-sized
creature, you occupy a 10-foot diameter space in
combat. You can carry, lift, pull, and push twice as
much weight as a medium-sized creature. If you are
forced to squeeze into a 5-foot wide passage, you
move at half speed, your opponents have advantage
against you and you have disadvantage on all rolls.
Small-sized creatures can freely move through your
space, and likewise you can move through their
spaces. You also need to eat and drink four times as
much as a medium-sized creature.
The Big Guns: Your weapon attacks with
Iron Will, Barbarian Hero
manufactured weapons sized appropriately to you
By Cheezedoodle96
deal 2 extra damage.
Show Them That You Rock: You can use your
action to lower your head and thrash an opponent with your horns. This attack is reckless, so
opponents have advantage on attacks against you until the start of your next turn. Make a
melee attack, adding your Strength and proficiency bonuses. If the attack hits, it deals 2d6
piercing damage plus your Strength bonus and you contest your Strength against the
opponents Strength or Dexterity. If you win, the target is also knocked prone.

13

High Village by Sirzi

cheezedoodle96.deviantart.com
MLP45E Chapter 3: Fanon Character Races

The races appearing in this


chapter are mostly implied
possibilities expanded on from
canon by MLP fans. We are
certainly a creative lot, and epic
fanfictions and art masterpieces
have been created around such
characters. In all cases I have
supplied my own interpretations
on such creatures, and of course
youre always free to change
them in your own games to more
closely match your fanfiction of
choice.
The changeling orphan is
included here as well because,
while changelings themselves are
canon, the idea of a changeling
as a playable race requires some
explanation as to why a they
would leave their hive. Thus,
their justification as orphaned
rebels who fled for their lives
after their siblings turned against
them.

14

Changeling Orphan Traits


Ability Score Bonus: From Dexterity,
Constitution, and Intelligence, choose one
ability to increase by 2 and a second to
increase by 1.
Size: Medium
Speed: 30 feet
Languages: Equestrian,
Undercommon, and Changeling
Pheromones
Darkvision: You can see in dim light
within 60 feet of you as if it were bright
light, and in darkness as if it were dim light.
You cant discern color in darkness, only
shades of gray.
Why Does Love Do This To Me
Natural Weapons: You are proficient
By Equestria-Prevails
with your bite and horn attacks, which are
finesse weapons that deal 1d4 piercing damage.
Telepathy: Changelings who are still members of the hive-mind have powerful
telepathy that allows them to spy on the thoughts of others and convincingly duplicate
most of their speech patterns, mannerisms, and recent memories. When your link to the
queen broke you lost the majority of that ability, but you can still speak telepathically with
other creatures within 50 feet with whom you share a language.

Scent Situation
Recognize a familiar species
Recognize an individual you know well
Recognize an individual you have met
Every four hours that have passed
Rain or snow in the area
Particularly overpowering smell nearby

DC
10
15
20
+1 to the DC
+5 to the DC
Disadvantage

Flight: You have a fly speed of 30 feet. If you are at half your maximum HP or less,
your fly speed is halved and you must make a DC 15 Constitution check to gain altitude.
If you are at one-quarter your maximum HP or less, you cannot fly. You can only glide to
the ground (see below).
Cloud Walking: You can touch and
interact with clouds as if they were solid
Design Notes:
(albeit soft) ground. This means you can
Changeling Orphan
sit or lie on clouds, move them around,
As we saw in A Canterlot Wedding,
gather them together, or buck them
changelings make great villains, but
apart with your hooves. You can also
could one ever become a hero? We
stomp on thick clouds and force them to
saw very little of them other than
rain, or possibly even coax out a small
Queen Chrysalis, so from here on out
lightning bolt if its a thick enough cloud.
we must venture into headcanon
Glide: When you fall 30 feet or
territory: This write-up is partially
more, you can use your reaction to
inspired by Star Treks borg race,
spread your wings and slow your fall,
especially from the Star Trek: The Next
preventing you from taking any falling
Generation episode I, Borg.
damage. For every 10 feet you fall, you
can move 5 feet horizontally.
Shapechange: You use your action
to take on the appearance of any other medium-sized living, natural creature. The first
time you assume a new shape, the creature you duplicate must be within 50 feet of you.
You can remember a number of different forms equal to your Intelligence score. You can
forget any of your memorized forms in order to learn a new one. Once youve learned
a form, you can change minor details of its appearance. This means, for example, if you
learn earth pony as a form, from that point on when you change shape into an earth
pony, you can pick any subrace, gender, build, hair style and color, coat color, eye color,
and cutie mark. Such variations dont count against the limit of forms you know.

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Changeling society is ruled by a hive-mind, centered on each hives queen. The


members of each individual changeling colony are telepathically connected to all the other
members of the same group. They hear each others thoughts in their minds, so orders from
the queen are passed down instantly and any non-harmonious thoughts are quickly rooted
out. Rival colonies are constantly at war with each other in their subterranean realms, so
there is usually little opportunity for changelings to venture to the surface.
Occasionally a changeling hatches that finds itself out-of-tune with the hive. Such
defective hatchlings are usually discovered and eaten, but sometimes a changelings link
with the hive breaks much later in life. Such individuals find themselves confused and
frightened, paralyzed with inaction because they suddenly have to decide for themselves
how to behave and what to do to ensure their survival. Since their siblings no longer hear
their telepathic voice they are treated as enemies and killed.
Those few who manage to escape usually venture to the surface, and use their shapechanging abilities to try to blend in with the locals. Fitting in is difficult, for a number of
reasons. They are not used to interacting with others verbally, providing for their own
nourishment or lodging, or making friends. In fact, one of the strangest experiences
orphaned changelings invariably have is the need to give themselves a name. In the hive,
they simply were called by their rank--worker, drone, soldier, etc. To the average
changeling, the concept of personal names is something normally reserved for their queen.

MLP45E Chapter 3: Fanon Character Races

Changeling Orphan

Keen Nose: A large part of the communication within a changeling hive is via scents
and pheromones. You have advantage on Investigation and Perception checks when
attempting to notice or locate objects that have a distinct smell, or other creatures. If
there's a strong distracting smell in the area, you might instead have disadvantage (GM's
option).
Your sense of smell is such that you can recognize the species of creatures that
have been in an area recently. Roll a Wisdom (Perception) check according to the
st
following table. You also have the Tracking ability of a 1 -level ranger. If you choose
ranger as your class, you gain free training in the Perception skill instead.

15

Deerfolk
The deerfolk are an aloof, secretive lot. They dont tend to trust equines on first
meeting, although they are not normally openly hostile except when their homelands are
invaded. White-tail and reindeer are fast, agile, stealthy, and innately magical, proud
masters of magic in all its forms. Their artwork, especially musical instruments, jewelry, and
wine, are also highly coveted. Elk and moose are less secretive and more likely to make
contact with equines, as they like to roam wider areas. They rely more on their brute
strength than magic to get them out of a pickle.
In ancient days, the gods of the deerfolk had a controversy on their hooves. Female
deer, lacking antlers, were unable to wield arcane magic. The gods decreed that that in
exchange for their monopoly on arcane magic, male deer must sacrifice their connection to
the primal, druidic magic of the earth and the divine magic of the gods. Therefore, only
male deer could wield arcane magic, and only female deer could wield divine and primal
magic. The reindeer tribe was unsatisfied with this decision. The petitioned the gods to
instead bless their females with antlers of their own, and the gods agreed. All the deerfolk
tribes were content with their compromises in the end.

Deerfolk Traits
Size: Medium
Speed: 35 feet

Darkvision: You can see in dim light within 60 feet of you as if it were bright light,
and in darkness as if it were dim light. You cant discern color in darkness, only shades of
gray.
Languages: Cervine, Equestrian, and Tail Signs
Natural Weapons: You are proficient with your hoof, bite, and (if you have antlers)
gore attacks, which are finesse weapons. Hoof and bite attacks deal 1d4 bludgeoning
damage, and your gore attack deals 1d4
piercing damage.
Deerfolk Variant:
Ancient Pact: Male elk, moose, and
Peryton
white-tail are eligible for the arcane
classes bard, sorcerer, and wizard and
The peryton are a rare variant of
the subclasses eldritch knight and
Reindeer and White-Tail deer that
arcane trickster, but are barred from
possess feathered wings. Its said that
the cleric, paladin, druid, and ranger
they are born under a special sign in
classes. For females, the reverse is true.
the sky or during certain cosmic
Either sex can choose warlock, as their
events.
powers are granted by a magical patron.
In order to create a peryton, select
For reindeer, both males and
the Reindeer or White-Tail Deer
females have antlers and are eligible for
subrace and add the Sign of the
all classes.
Peryton feat from Chapter 4:
Arcane Magic: If antlered, you
Character Options.
st
have the capability to wield arcane
You can only create a peryton at 1 magic. This means that you are eligible
level if your GM uses the Freebies
st
for the bard, mage, and sorcerer classes
house rule to give 1 -level characters
and the eldritch knight and arcane
a bonus feat.
trickster subclasses. While you cast or

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Design Notes: Deerfolk


Although the show has depicted deer as normal forest creatures, treating deer
as equivalent to Tolkien-style elves is quite popular in fan fiction. Since the horn is
so strongly tied to arcane magic and most female deer species lacked horns, this
sexual dimorphism provided an interesting conundrum that I thought was worth
exploring. Thats why the white-tails and the reindeer racial stats are essentially
identical except for their antler possession.
That said, of course if you would rather have males and females of both species
use the same stats, simply state that they all have antlers, and make the
appropriate adjustments.
One thing that this write-up has not considered is the fact that deer shed their
antlers in the winter. Do they then lose their arcane spellcasting ability for a few
months? Or have they petitioned the gods to let them keep their antlers yearround? You decide!
Finally, although Sirzis art depicts these deer with cutie marks, I didnt originally
intend for deer to have them. If you wish to give deer cutie marks, Id recommend
not giving the mark a mechanical benefit like those the equines have, for
simplicitys sake.

MLP45E Chapter 3: Fanon Character Races

The shapes details are based on what you can discern through your normal senses, so
if the creature youre copying has a hidden scar, a bag with unknown contents, or some
other quality you cant detect, youre forced to guess. Your equipment blends into the new
form, or takes on the appearance of some other equipment your target is wearing (your
choice). Any magic items you wear continue to function.
If you change into a form without wings, you lose your flight, cloud walking, and glide
abilities. If you change into an aquatic form, you gain its ability to breathe water (or hold its
breath for extended periods). If you change into a form with superior senses such as an
eagles vision, you gain that sense. Any other form you take that has some sort of special
characteristic should be adjudicated by the GM, but generally any abilities you gain from
the form should be (together) no more powerful than a feat. Note that changing into a
unicorn does not grant you access to arcane magic.
If the form can speak, you can speak in its voice, but unless youre familiar with the
target, you dont know its mannerisms. Close friends of the target can tell youre an
imposter if they beat you at a contest of your Charisma (Deception) against their Wisdom
(Insight). If you win the contest by 4 or less, they are suspicious but see no reason to
disbelieve you. If you win the contest by 5 or more, they are convinced that you are the
genuine article. If, later on, something comes up where they have reason to be suspicious
again, they can retry the contest.
Brittle: You have an exoskeleton which is less resilient to damage than creatures with
skeletons. Whenever you take piercing, slashing, bludgeoning, or force damage, you take 1
extra point of damage.

16

This entry covers both the elk and moose subraces. They are much larger than their
other deer relatives, but they dont have quite the same level of magical aptitude as
reindeer or white-tails.
Ability Score Bonus: From Strength, Constitution, and Wisdom, choose one ability to
increase by 2. The other two scores increase by 1.
Natural Weapons: Your natural weapons deal 1d6 damage rather than 1d4.
Large and In Charge: As a large-sized creature, you occupy a 10-foot diameter space in
combat. You can carry, lift, pull, and push twice as much weight as a medium-sized
creature. If you are forced to squeeze into a 5-foot wide passage, you move at half speed,
your opponents have advantage against you and you have disadvantage on all rolls. Smallsized creatures can freely move through your space, and likewise you can move through
their spaces. You also need to eat and drink four times as much as a medium-sized
creature.
Fear the Deer: Your weapon attacks with manufactured weapons sized appropriately
to you deal 2 extra damage.
Reliable Strength: You have advantage on all Strength checks, Strength (Athletics)
checks, and Strength saves.

Reindeer (Subrace)
Reindeer live in the northern reaches of Equestria.
Their tribe asked the gods to bless their females with
antlers, like those of the males, and the gods obliged.
Both sexes take an equal part in all aspects of reindeer
society.
Ability Score Bonus: From Dexterity, Intelligence,
and Wisdom, choose one ability to increase by 2 and a
second to increase by 1.
Magic Initiate: You gain the Magic Initiate feat (see
th
page 168 of the D&D 5 Edition Players Handbook). If
desired, you can opt to learn an additional cantrip
st
instead of the feats 1 -level spell.
Elusive: When you are missed by a melee attack,
you can use your reaction to disengage and jump up to
Niceprill
20 feet away.
By Sirzi
Mask of the Wild: You can attempt to hide even
when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other
natural phenomena.

White-Tail Deer (Subrace)

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Elk and Moose (Subraces)

White-Tail Deer live in the central and


southern regions of Equestria. Their tribe
accepted the gods' decision to strip males of
their access to primal magic. Female whitetails are the cultural and spiritual leaders of
their tribes, while male white-tails are the
tribes masters of craft and artifice.
Ability Score Bonus: From Dexterity,
Intelligence, and Wisdom, choose one ability
to increase by 2 and a second to increase by
1.
Magic Initiate: You gain the Magic
th
Hazel Nut
Initiate feat (see page 168 of the D&D 5
Edition Players Handbook). If male, you
By Sirzi
choose bard, sorcerer, or wizard as the class
from which to learn spells. If female, choose cleric or druid. If desired, you can opt to
st
learn an additional cantrip instead of the feats 1 -level spell.
Elusive: When you are missed by a melee attack, you can use your reaction to
disengage and jump up to 20 feet away.
Mask of the Wild: You can attempt to hide even when you are only lightly obscured
by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Hippogriff
Like griffons, hippogriffs are a hybrid race. They are similar to griffins except that
they have a ponys hindquarters and tail instead of a lions. They also lack the griffons
lion-like roar. In your campaign, hippogriffs can be one of several things:

They may be their own unique race, unrelated to either equines or griffons.

They may be a natural crossbreed of equines and griffons that has bred true over
time and formed its own communities, culture, and traditions.

They may the product of griffon and pony parents that may require the
assistance of magic for conception to occur. Such offspring would typically be
raised in the culture of their parents.
This write-up assumes that hippogriffs are crossbreeds, either natural or magical,
and that they inherit a cutie mark from their equine heritage. Depending on the tone of
your campaign, they may be outcasts, disliked because of their dual nature, or they
might be accepted for who they are (or both, depending on who you talk to).

Hippogriff Traits
Ability Score Bonus: Your wildly mixed bloodline lets you increase any one ability
score of your choice by 2 and different score by 1.
Size: Medium
Speed: 30 feet
Languages: Griff, Equestrian

MLP45E Chapter 3: Fanon Character Races

concentrate on a spell, both your antlers and the target of the spell glow with a magical
aura. The color of your magic aura is determined at birth and never changes (unless you
use dark magic).
One With Nature: You gain proficiency in the Nature or Survival skill.
Subrace: Choose a subrace. Four are described here: Elk/Moose, Reindeer, and WhiteTail.

17

The kirin race is a mythical, magical hybrid of dragon and pony (earth, pegasus, or
unicorn). Their features and appearance vary from individual to individual, such that
members of the same family may not even have the same physical features. All kirin have
quadruped, pony-like bodies with thick, muscular tails like a dragons, ending in a tuft of
hair. Rather than hooves, they have clawed feet, but they are less articulate than those
of dragons. Their heads sport a full mane of hair. Thats where the commonalities end.
Some kirin are covered in fine scales, while others have hair. Some have a ridge of spines
running down their backs from head to tail, others do not. Some have reptilian facial
features, such as slitted eyes and reptilian frills, while others are more pony-like.
Pegasus/dragon kirin have dragon-like or feathered wings, and unicorn/dragon kirin
have either a single unicorn-like horn or dragon-like horns similar to those of their dragon
parent.
Though exceedingly rare, in Equestria kirin are most commonly known simply as
dragon-ponies since only historians will likely be familiar with the proper term. Most
kirin will be raised by their parents, but some may find themselves orphaned or
abandoned. Their dragon-like appearance may be frightening to others, so often kirin
have difficulty making friends. If you create a kirin character, select either earth, pegasus,
or unicorn pony for your heritage.

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Kirin (Dragon-Pony)

Kirin Traits
Size: Medium
Speed: 25 feet
Vision: Normal
Languages: Equestrian and one additional
Natural Weapons: You are proficient with your claw and bite attacks, which are
finesse weapons that deal 1d4 slashing damage and piercing damage, respectively.
Cutie Mark: All kirin receive a cutie mark by adulthood. You determine what your
cutie mark looks like and the ideal it represents See the section on cutie marks in
chapter 4 for complete rules.
Dragon Type: Choose a dragon type from the table below, which determines your
scale color and appearance, as well as your breath weapon and damage resistance.
Dragon
Black or Copper
Blue or Bronze
Brass
Red or Gold
Green
White or Silver
Purple

Damage Type
Acid
Lightning
Fire
Fire
Poison
Cold
Fire

Breath Weapon
5 x 20 ft. line (Dex. Save)
5 x 20 ft. line (Dex. Save)
5 x 20 ft. line (Dex Save)
10 ft. cone (Dex Save)
10 ft. cone (Con Save)
10 ft. cone (Con Save)
10 ft. cone (Dex Save)

MLP45E Chapter 3: Fanon Character Races

Darkvision: You can see in dim light


within 60 feet of you as if it were bright light,
and in darkness as if it were dim light. You
cant discern color in darkness, only shades of
gray.
Natural Weapons: You are proficient with
your claw, bite, and hoof attacks, which are
finesse weapons that deal 1d4 slashing,
piercing, and bludgeoning damage,
respectively.
Cutie Mark: All hippogriffs receive a cutie
mark by adulthood. You determine what your
cutie mark looks like and the ideal it
represents See the section on cutie marks in
chapter 4 for complete rules.
Flight: You have a fly speed of 50 feet. If
you are at half your maximum HP or less, your
fly speed is halved and you must make a DC 15
Arcane Musings
Constitution check to gain altitude. If you are
By
Equestria-Prevails
at one-quarter your maximum HP or less, you
cannot fly. You can only glide to the ground (see below).
Cloud Walking: You can touch and interact with clouds as if they were solid (albeit
soft) ground. This means you can sit or lie on clouds, move them around, gather them
together, or buck them apart with your hooves. You can also stomp on thick clouds and
force them to rain, or possibly even coax out a small lightning bolt if its a thick enough
cloud.
Glide: When you fall 30 feet or more,
you can use your reaction to spread your
Design Notes:
Hippogriff
wings and slow your fall, preventing you
from taking any falling damage. For every
The GM should decide how they
10 feet you fall, you can move 5 feet
want hippogriffs to be depicted in
horizontally.
their world, either from one of the
Sky Hauler: You gain Sky Hauler as a
suggestions presented above or
bonus Cartoon Physics ability.
creating their own interpretation.
Keen Senses: You gain proficiency in
the Perception skill.

18

Earth Kirin (Subrace)

Unicorn Kirin (Subrace)


Ability Score Bonus: Your Intelligence, Wisdom, or Charisma score increases by 2.
Unicorn Kin: You can select unicorn pony feats as long as you meet any other
requirements.
Horn Attack: You are proficient with a horn or head-butt attack, depending on
whether you have one horn or two. A horn attack deals 1d4 piercing damage, and a
head-butt attack deals 1d4 bludgeoning damage. They count as finesse weapons.
Arcane Magic: Your horn (or horns) grants you the capability to wield arcane magic.
This means that you are eligible for the bard, mage, and sorcerer classes and the eldritch
knight and arcane trickster subclasses. While you cast or concentrate on a spell, both
your horn and the target of the spell glow with a magical aura. The color of your magic
aura is determined at birth and never changes (unless you use dark magic).
th
Magic Initiate: You gain the Magic Initiate feat (see page 168 of the D&D 5 Edition
Players Handbook). Choose bard, sorcerer, or wizard as the class which you wish to
learn spells from. Most unicorn kirin pick Apprentices Telekinesis and Light as their
st
cantrips. If desired, you can opt to learn an additional cantrip instead of the feats 1 level spell.

Ability Score Bonus: Your Strength, Wisdom, or Charisma score increases by 2.


Earth Kin: You can select earth pony feats as long as you meet any other
requirements.
Close to the Earth: You gain proficiency in one skill from this list: Animal Handling,
Athletics, Insight, Medicine, Nature, or Survival.
Stand Firm: Whenever an effect would force you to move or knock you prone, you can
roll a DC 15 Strength, Dexterity, or Constitution saving throw to ignore the movement or
prone effect.
Vim & Vigor: Whenever you roll Hit Dice to heal, add +2 to the result of each die.
Whenever you gain temporary hit points, add +2 to the amount.

Pegasus Kirin (Subrace)


Ability Score Bonus: Your Strength, Dexterity, or Charisma score increases by 2.
Pegasus Kin: You can select pegasus pony feats as long as you meet any other
requirements.
Flight: You have a fly speed of 50 feet. If you are at half your maximum HP or less,
your fly speed is halved and you must make a DC 15 Constitution check to gain altitude. If
you are at one-quarter your maximum HP or less, you cannot fly. You can only glide to the
ground (see below).
Cloud Walking: You can touch and interact with clouds as if they were solid (albeit
soft) ground. This means you can sit or lie on clouds, move them around, gather them
together, or buck them apart with your hooves. You can also stomp on thick clouds and
force them to rain, or possibly even coax out a small lightning bolt if its a thick enough
cloud.
Glide: When you fall 30 feet or more, you can use your reaction to spread your wings
and slow your fall, preventing you from taking any falling damage. For every 10 feet you
fall, you can move 5 feet horizontally.

Necklaces
By Kilala97

cheezedoodle96.deviantart.com

Sky Hauler: You gain Sky Hauler as a bonus Cartoon Physics ability.

MLP45E Chapter 3: Fanon Character Races

Breath Weapon: You can use your action to exhale destructive energy. Your dragon
type determines the size, shape, and damage type of the exhalation. When you use your
breath weapon, each creature in the area of the exhalation must make a saving throw as
indicated. A creature takes 1d6 damage on a failed save, and half as much on a successful
save. The save DC is 8 + your Constitution bonus + your proficiency bonus.
th
th
th
The damage increases to 2d6 at 6 level, 3d6 at 11 level, and 4d6 at 16 level. After
you use your breath weapon, you cannot use it again until you complete a short rest or a
long rest.
Focus Breath: You can choose to concentrate your breath weapon attack down to
affect a single adjacent object over multiple rounds. One round of such use will destroy
flimsy objects; 3 or 4 rounds will melt, burn, or weaken more durable objects such as a
padlock, weapon, or chain. Exact details are left to the GM to decide. This use expends your
breath weapon like any other use.
Damage Resistance: You have resistance to the damage type associated with your
draconic parent.
Subrace: Choose a subrace: earth, pegasus, or unicorn for your hybrid pony type. You
gain the traits associated with that type (see below).

19

Race
Earth Pony (Andalusian)
Earth Pony (Appaloosan)
Earth Pony (Arabian)
Earth Pony (Clydesdale)
Earth Pony (Mustang)
Pegasus (Pennate)
Pegasus (Nocturnus)
Unicorn
Buffalo
Diamond Dog (Doberman)
Diamond Dog (Mastiff)
Diamond Dog (Pug)
Donkey
Dragon
Griffon
Minotaur
Zebra
Changeling Orphan
Deerfolk (Elk/Moose)
Deerfolk (Reindeer)
Deerfolk (White-Tail)
Hippogriff
Kirin

Height Range
3 - 4 (90 - 120 cm)
3 - 4 (90 - 12 0cm)
3.5 - 4.5 (105 - 135 cm)
3.5 - 4.5 (105 - 135 cm)
3 - 4 (90 - 120 cm)
3 - 4 (90 - 120 cm)
3 - 4 (90 - 120 cm)
3 - 4 (90 - 120 cm)
5 - 6 (150 - 185 cm)
4 - 5 (120 - 150 cm)
5 -6 (150 - 185 cm)
2.5 - 3 (75 - 90 cm)
3 - 4 (90 - 120 cm)
3 to 5 (90 - 150 cm)
4 to 5 (120 - 150 cm)
7.5 to 8.5 (230 - 260 cm)
3.5 - 4.5 (105 - 135 cm)
3 - 4 (90 - 120 cm)
6 to 7 (185 - 215 cm)
3.5 - 4.5 (105 - 135 cm)
3 - 4 (90 - 120 cm)
3.5 to 4.5 (105 - 135 cm)
Pony type + 10-20%

Weight Range
90 - 120 lb. (40 - 55 kg.)
90 - 120 lb. (40 - 55 kg.)
110 - 150 lb. (50 - 70 kg.)
120 - 160 lb. (55 - 75 kg.)
90 - 120 lb. (40 - 55 kg.)
90 - 120 lb. (40 - 55 kg.)
90 - 120 lb. (40 - 55 kg.)
90 - 120 lb. (40 - 55 kg.)
400 - 600 lb. (180 - 270 kg.)
100 - 140 lb. (45 - 65 kg.)
170 - 220 lb. (80 - 100 kg.)
50 - 70 lb. (25 - 30 kg.)
80 - 110 lb. (35 - 50 kg.)
100 - 200 lb. (45 - 90 kg.)
140 - 180 lb. (65 - 80 kg.)
400 - 500 lb. (180 - 230 kg.)
110 - 150 lb. (50 - 70 kg.)
90 - 120 lb. (40 - 55 kg.)
400 - 500 lb. (180 - 230 kg.)
90 - 120 lb. (40 - 55 kg.)
80 - 110 lb. (35 - 50 kg.)
120 - 160 lb. (55 - 75 kg.)
Pony type + 10-20%

cheezedoodle96.deviantart.com

The tables below show some typical height/weight ranges. You can pick anything in
that range for your character, or something outside the range if you want to be uniquely
larger or smaller. Assume that characters with a higher Strength and Constitution scores
will be heavier with muscle mass, and they may be taller than average (though not
necessarily). Note that these weights are a bit lighter than is realistic. Mostly this is to make
it easier to carry other characters around, as frequently happens in the show.
For most races, females tend toward the lower end of the range while males tend
toward the higher end. Male and female griffons, diamond dogs, and dragons are roughly
equal size. Changeling orphan females are generally larger and heavier than males.

MLP45E Chapter 3: Fanon Character Races

Height and Weight by race

20

21

Dare By Vest
MLP45E Chapter 4: Character Options

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Gods, Champions, & Cleric Domains


Champions of an Ideal

Champion
Discord
Empress Rosilda
Galadhon
King Aurumvolis
Princess Cadance
Princess Celestia
Princess Luna
Princess Twilight
Queen Chrysalis
Sombra the Undying
The Great Wind Spirit

Concept
Chaos, Change
Bravery, Soldiers, War
Wilderness, Healing
Life, Strength, Lore
Love, Healing, Community
Learning, Protection, Sun
Moon, Secrets, Guardians
Friendship, Magic
Greed, Trickery
Tyranny, Undeath
Life, Nature, Weather

Domains
Chaos, Trickery
Life, War
Nature, Life
Knowledge, Life, War
Life, Love
Knowledge, Life, Light, War
Knowledge, Moon, Nature, War
Life, Knowledge
Trickery
Death, War
Life, Shamanism, Tempest

Champions of Equestria by Cheezedoodle96


Empress Rosilda: A noble warrior-empress of the griffon empire who lived
centuries ago, Rosilda embodied physical prowess, nobility, justice, and celebration in
victory. She was known for her skill at arms, her fair and honest judgment, and her love
for food, drink, and merriment. Though she has been dead and gone for hundreds of
years, many warriors still utter prayers for her blessing before seeing combat, and call on
her name in the heat of battle. Its said that sometimes she even appears to them,
granting them a second wind in battle and renewing their spirit and will to fight.
Rosildas symbol is a golden eagle talon upright over a red shield.
Galadhon: The monarch of the deerfolk is extremely magical and takes on many
guises. Sometimes, Galadhon appears as a buck, other times as a doe, sometimes as a
white-tail, elk, moose, reindeer, or even as another cervid entirely. Galadhons true
form, which is used rarely, is that of a large, genderless deer with budding tree branches
for antlers and great feathered wings. Regardless of the form chosen, Galadhon always
possesses powerful magical abilities in addition to prowess in battle tempered by a
sublime wisdom.
Though Galadhons true age is unknown, Princess Celestia has said that the ruler of
the deerfolk was already ancient when she first learned of them as a filly. In addition to
championing the cervid races, Galadhon is the earthly representative of Nature, and is
responsible for the passage of time, the changing of the seasons, and the very cycle of
life itself. Galadhons symbol is a gnarled oak tree, its right side bearing leaves and its left
side leafless.
King Aurumvolis: The most ancient dragon alive, King Aurumvolis is known as the
father of all dragons. He is said to sleep for centuries at a time, resting upon a
glimmering treasure hoard that matches the color of his golden scales. The king is
uninterested in most mortal affairs, and few non-dragons are even aware of his

MLP45E Chapter 4: Character Options

The following domains help reproduce some of the stronger themes present in MLP:
FiM. As mentioned in the chapter 1 FAQ, the major power players of Equestria are not
themselves considered to be gods or even worshipped per se. Instead, they are the
personification of certain qualities and concepts. Many individuals dedicate their lives to
serving these ideals, and they see these luminaries as their personal heroes, champions of
their cause. Those who devote their lives fully to a cause (such as clerics and paladins)
receive divine magical powers in return.
To facilitate this transfer, each champion serves as a conduit for the distribution of
divine magic from the gods. Certain D&D spells such as Commune and Divination put the
caster directly into contact with their champion, although the champion may not be
consciously aware of it happening. In fact, the champions themselves are barely aware of
this aspect of their existence and cannot tap into this power directly. Patrons of evil, such
as Sombra and Chrysalis, are more than happy to abuse this link by amassing large groups
of like-minded followers to do their bidding.
Most clerics and paladins use the cutie mark of their hero as their holy symbol. In
some cases they even have it embroidered or painted on their clothes, tattooed upon their
skin, dyed in their coats, or carved into their scales. The reaction of the champions to such
hero-worship varies. Those who have been around for a long time, such as Discord,
Celestia, Luna, and Galadhon are used to the attention and accept it gracefully. More
recently-empowered champions such as Cadance and Twilight may find it strange or even
embarrassing.
Below are several of the power players of Equestria, as well as some additional
original characters created for MLP:45E to fill in the gaps in other concepts. New characters
are briefly examined below. As always, feel free to add to, remove, or rename any of the
additional characters. Doubtless there are other champions which are known only in
distant lands or which have not yet revealed themselves.

22

You gain the Apprentices Telekinesis and


Prestidigitation cantrips if you dont already have them.
You also gain extra domain spells at level 1, 3, 9, and 11
and as noted on the domain spells table.

Chaos Domain

Starting at 8 level, you add your Wisdom bonus to the damage you deal with any
cantrip.

You revere the spirit of chaos, mischief, and trickery and its proxy, Discord. You disdain
the status quo, and strive to make sure things stay interesting. Although you dont
necessarily act with actual malice, sometimes your actions have unfortunate, unforeseen
consequences. Clerics of chaos tend to be wanderers, moving from town to town, always
looking for the opportunity for entertainment. This domain presents an alternate take on
th
the Trickery domain as it appears in the D&D 5 Edition Players Handbook.
Due to Discords recent friendship with Fluttershy, many chaos clerics have become
somewhat more mindful that they avoid causing outright strife through their actions.
Others see this change as a betrayal of what Discord stands for, and have redoubled their
efforts to spread raw chaos.

Chaos Incarnate

Domain Spells

Knowledge Domain

Bonus Spells

You can use your reaction to snap your fingers (or


stomp your hoof), forcing yourself, a friend, or an
opponent to re-roll any d20 roll or damage roll they just
made. They must take the second result. Opponents who
can see you are aware you are the source of this
meddling. You regain the use of this ability after a short
rest. At level 6, 12, and 18 you gain one additional use.

Channel Divinity: Wild Surge

Expend a use of your Channel Divinity when you cast


a cleric spell. You take 1d4 points of damage per level of
spell slot you would have spent. The spell does not
expend the use of one of your spell slots, but its effect is
accompanied by a wild magic surge (see page 104 of the Players Handbook). If you roll a
99 or 100 on the wild surge table, Discord himself manifests nearby to see whats going
on. Its up to the GM to decide how he will react.

Potent Spellcasting
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Starting at 17th level, Discord always responds when you call on him via your divine
intervention cleric ability, and you take half damage from your Channel Divinity: Wild
Surge ability. In addition, you grow an antler-like horn and a dragonlike horn on your
head. These replace any existing horns or antlers you may have.

Death Domain
th

This domain is rumored to be appearing in the D&D 5 edition Dungeon Masters


Guide. Until that releases in December 2014, this space will have to remain blank!

Clerics of the Knowledge domain are actively engaged in the creation, preservation,
and distribution of knowledge. They often become scientists, researchers, librarians,
educators, scholars, and archaeologists. Powers that grant access to the Knowledge
domain include Celestia, Galadhon, Luna, and Twilight.

Powers

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MLP45E Chapter 4: Character Options

Cleric Level / Spells


1 Apprentices Teleport, Charm Person, Disguise Self
3 Invisibility, Phantasmal Force, Suggestion
5 Bestow Curse, Dispel Magic
7 Confusion, Polymorph
9 Dominate Person, Mislead, Seeming
11 Mass Suggestion

Let Chaos Reign!

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Design Notes:
Chaos Domain
Discords antics in
the show are fun for
us to watch, but if a
character with this
domain is constantly
making trouble for
the party, it can make
for a short, unhappy
campaign. If you take
the Chaos domain
make sure your antics
arent putting undue
stress on the rest of
the party.

existence. Its said that he only awakens when dragons as a species are under threat.
Lately, that situation seldom arises.
Aurumvolis and Discord were bitter enemies in the past, but something occurred
between them that caused Discord to fear and respect the king of dragons and leave his
people alone. His symbol is a golden, slitted eye.
Sombra the Undying: Though his physical form was destroyed by the restoration of
the Crystal Heart to the Crystal Empire, Sombras spirit lives on in discorporate form. In life,
Sombra mastered the ability to amplify his own unicorn magic to astounding levels through
the use of Arcanium crystal (see chapter 8). In death, his spirit form has gained the ability
to breathe unlife into the dead, turning them into zombies or animate skeletons.
Sombras followers are evil would-be tyrants who seek to boost their own power and
influence at the expense of others. Since his destruction and mastery of undeath, a number
of necromancers are joining the ranks of Sombras faithful. His symbol is a crown of bluegreen crystal.
The Great Wind Spirit: This is the name given by the buffalo to an immortal being that
they hold sacred. Tribal teachings say that the Spirit both physically breathes life into the
land by driving the winds and storms which bring rain, just as it metaphorically breathes life
into their people by blessing them with children. The Great Wind Spirits symbol is the
dreamcatcher.
The Great Wind Spirit never manifests in a physical form. When it needs to make its
presence known or signal its approval or disapproval, it creates strong winds,
thunderstorms, tornadoes, or other powerful weather phenomena, much to the
consternation of pegasi weather managers everywhere.

Rules for the Knowledge domain are found in the D&D 5 Edition Players
handbook. In addition to those rules, MLP45E grants clerics of the Nature domain a

23

You revere the circle of life, from beginning to end. Unlike many domains, life is a
universal constant, and life clerics can call upon numerous patrons. Cadance, Celestia,
Galadhon, Luna, Rosilda, and Twilight are all admired by life clerics.
Clerics of Life often become the resident doctors, midwives, or community leaders in
smaller villages. They help life along from beginning to end, from the coaching of expectant
mothers and delivery of foals to comforting the elderly in their last days and ultimately
laying them to rest.

Powers

th

Rules for the Life domain are found in the D&D 5 Edition Players handbook. In
addition to those rules, MLP45E grants clerics of the Life domain gain the Medicine skill as a
bonus proficiency.

Cure Wounds, Sanctuary


Calm Emotions, Warding Bond
Beacon of Hope, Revivify
Aura of Life, Aura of Purity
Mass Cure Wounds, Raise Dead

Bonus Proficiencies
You gain proficiency with the Insight and
Persuasion skills.

Spread the Love

Design Notes:
Love Domain
The Love domain started
out as a variation on the
official Life domain, but
eventually matured into
domain less focused on
melee power and more
focused on magic,
protection, and interaction.

Whenever you use a spell of 1st level or higher


to restore hit points to a creature, a different
creature of your choice within 30 feet of you heals hit points equal to 2 + the spell's
level. At level 6, the bonus healing affects a third creature within range.

Channel Divinity: Loving Sacrifice

You revere the sun and all its life-giving qualities, including the concepts of rebirth,
renewal, and redemption. You use light as a weapon to punish evildoers, burning them
with cleansing, righteous flame. You reserve a special wrath for the undead and those who
would bring them into the world.
Clerics of Light often become guardians of smaller villages, soldiers in the military, or
police officers.

Starting at 2nd level, you can use your Channel Divinity to lend your strength to
others, shouldering their burdens.
Use as your reaction when a friend within 30 feet takes damage. Your friend takes
no damage, and you take half the damage your friend would have taken. If the damage
was from a spell or other effect that includes other effects or inflicts conditions, your
friend has advantage on any saving throws needed to avoid or remove the effect.
You can also use this ability to remove one level of exhaustion from a friend within
30 feet and place it on yourself instead.

Powers

Potent Spellcasting

Light Domain

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Rules for the Light domain are found in the D&D 5 Edition Players handbook. In
addition to those rules, MLP45E grants clerics of the Light the Produce Flame cantrip as a
bonus domain spell.

Starting at 8 level, you add your Wisdom bonus to the damage you deal with any
cleric cantrip.

Love Domain

Starting at 17 level, creatures feel a kinship with you, even if they are hostile. You
are always surrounded by an effect equivalent to the sanctuary spell, except that it only
affects living creatures of animal or intelligence or greater. If you take any actions that
cancel the spell, it reactivates at the end of a short rest.
st
In addition, any time you heal a creature using a spell of 1 level or higher, each
creature healed gains temporary hit points equal to the spell level +2.
Finally, you and any friends within 10 feet of you have advantage on saving throws
against enchantment spells.

th

You revere the spirit of love in all its forms love between friends, between family,
between lovers, and especially selfless love for all others that asks for nothing in return.
The current physical embodiment of this ideal is Princess Cadance, ruler of the Crystal
Empire. The love between Cadance, her husband Shining Armor, and all the crystal ponies
of the empire empower the Crystal Heart, a powerful magical artifact which helps protect
their domain.
Clerics of the love domain often become doctors, counselors, medics, and social
workers, using their talents to help others. They are very careful when using magic to trick
others with false emotions and enchantments, for they see such magic as a potential
violation of the spirit of their patron. Spells that temporarily charm another are acceptable
when used with care. Spells that dominate another creatures mind are outright forbidden.
Spells that calm hostile emotions so that cooler heads can prevail are ideal.

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Life Domain

1
3
5
7
9

Aura of Empathy
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Moon Domain
You revere the moon and its proxy, Princess Luna. You strive for mastery over the
night, dreams, emotions, secrets, change, and illusions. Clerics of the moon are often
astronomers who study the night sky, or wardens who stalk the borders of the Everfree
forest and other dangerous wilderness areas.

MLP45E Chapter 4: Character Options

second bonus skill proficiency from the same list found under the Acolyte of Nature domain
feature.

Domain Spells
Cleric Level / Spells

24

Cleric Level / Domain Spells


1 Cause Fear (New), Hunters Mark, Protection from Evil and Good
3 Cordon of Arrows, Darkvision, Moonbeam, Pass Without Trace, Phantasmal Force
5 Aura of Vitality, Crusaders Mantle, Fear
7 Air Walk (New), Confusion
9 Dream, Seeming
Design Notes:
Bonus Proficiencies
Moon Domain
You gain proficiency in the longbow and in the
The design of the moon
Stealth and Perception skills.
domain lets clerics take on a
stealthier archery role that
Bonus Spells
meshes well with rangers
When you choose this domain at 1st level, you
and rogues. The Spellbound
gain the light cantrip if you dont already know it. You
Marksman feat (see later in
receive bonus spells at levels 1, 3, and 5 as noted on
this chapter) is suggested.
the domain spells table.
Most of this domain is
inspired by Luna as she
Sacred Hunter
appears in the IDW comic
You can use Wisdom instead of Dexterity for
series. There, she likes to get
your attack and damage rolls with the longbow. You
her hooves dirty, leading
gain darkvision with a range of 60 feet. If you already
guard expeditions into the
have darkvision, its range increases by 60 feet.
Everfree Forest and other
areas. Her fiery temper and
Channel Divinity: Confront Fear
preference for direct action
As your action, you present your symbol and
are in stark contrast with
reignite the bravery and hope of your friends.
Celestias infinite patience
Remove the Frightened and Terrified conditions from
and calm demeanor.
yourself and any friends within 60 feet. In addition,
each you and each friend gain 1d4+4 temporary hit
points. At level 6, 12, and 18 you add an additional
1d4, for a total of 4d4+4 at level 18.

Righteous Zeal

th

Starting at 6 level, your successful attacks renew the fighting spirit of yourself and
your allies. When you damage an opponent with an attack or a spell, you heal damage to
yourself or a friend within 60 feet equal to your Wisdom bonus.

Divine Strike

th

Starting at 8 level, you gain the ability to infuse your weapon strikes with divine
energy. Once on each of your turns when you hit a creature with a weapon attack, you can
th
cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14
level, the extra damage increases to 2d8.

Dream Warrior

Nature Domain
You revere nature itself, as embodied by Galadhon, monarch of the deerfolk.
Princess Luna champions the cause of Nature as well, seeking harmony between the
natural world and the progress of civilization.
Like druids, clerics of nature often patrol the wilderness, keeping dangerous beasts
in check while ensuring that civilized folk do not encroach to deeply or exploit nature too
greedily. They ultimately seek to encourage civilization and nature to coexist in
harmony, neither side overpowering the other.

Powers

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Domain Spells

Starting at 17th level, you can use the Maze spell once per day at no cost in spell
slots. The target becomes trapped in a dream rather than an extradimensional labyrinth;
the spells other effects remain the same.
The Hunters Mark spell becomes a cantrip for you, and you no longer require
concentration to maintain it.
When you use the Commune spell to contact Princess Luna, you can ask up to five
questions, and you are not limited to yes/no questions. Luna takes an active interest in
the lives of her people, and never turns down a chance to impart her frank, candid
wisdom.

th

Rules for the Nature domain are found in the D&D 5 Edition Players handbook. In
addition to those rules, MLP45E grants clerics of the Nature domain a second bonus skill
proficiency from the same list found under the Acolyte of Nature domain feature.

Shamanism Domain
Rather than worship a specific god, you revere the spirits of your ancestors or the
spiritual energy of the world itself. The spirits are your close, trusted friends and you can
see them wherever you go, even if others cannot. Shaman are usually prominent
members of a tribe, but sometimes they take to the road and become loaners, or are
adopted into another group.
Your connection to the spirit world allows you to summon a spirit companion to the
physical world that aids you in your endeavors. As the need arises, you can call on other
spirits for assistance, since each has its own personality and abilities.

Domain Spells
Cleric Level / Domain Spells
1 Cure Wounds, Speak with Animals
3 Animal Messenger (takes the form of an animal spirit), Locate Animals or
Plants, See Invisibility
5 Revivify, Speak With Plants (speak with spirits which inhabit the plants), Spirit
Guardians
7 Death Ward, Locate Creature
9 Commune with Nature, Mass Cure Wounds

MLP45E Chapter 4: Character Options

The Moon domain represents these clerics who take an active role in the defense of
Equestria. They are vigilant watchers in the night who protect simple folk from the
monstrous denizens of the untamed wilds.

Bonus Spells

25

You have an animal spirit companion chosen from this list: Bear, Boar, Cougar, Coyote,
Eagle, Lion, Monkey, Owl, Panther, Snake, Tiger, Vulture, Wolf, or Wolverine (Work with
your DM to create other spirit types, if desired). It has the following statistics:
Spirit Companion
Small or medium fey, neutral
Armor class: 13
Hit Points: 12 + 3 hp for each of your levels beyond 3rd
Speed: 30 ft.
Str 12 (+1), Dex 12 (+1), Con 12 (+1), Int 3 (-4), Wis 14 (+2), Cha 10 (+0)
Traits (General):

Incorporeal Movement: The spirit can move through other creatures and
objects as if they were difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.

Damage Resistances: Bludgeoning, Piercing, and Slashing damage from


nonmagical weapons

Immunities: Poison, Poisoned Condition

Saves: The spirit companion adds your proficiency bonus to its Dexterity and
Wisdom saves.

Senses: Passive Perception 12


Traits (Animal-Specific):

Bear: +1 AC, +1 HP per level, proficient in Athletics

Boar/Wolverine: Resists all damage, proficient in Constitution saves

Cougar/Lion/Panther/Tiger: Speed 40 ft., darkvision 30 ft., proficient in


Acrobatics, Athletics, Stealth, reduce falling distance by 20 ft.

Coyote/Wolf: +2 AC, proficient in Perception, Survival, can track by scent as


a 1st-level ranger.

Eagle/Hawk: +2 AC, Speed 5 ft., fly speed 60 ft., proficient in Perception.

Monkey: +2 AC, climb speed 30 ft., proficient in Sleight of Hand.

Owl: Speed of 5 ft., fly speed 50 ft., darkvision 120 ft., proficient in
Perception.

Snake: +5 initiative, darkvision 30 ft., proficient in Perception.

Vulture: Speed 5 ft., fly speed 40 ft., proficient in Perception, Survival, can
track by scent like a 1st-level ranger.
Your spirit companion cannot be healed. When it drops to 0 hit points it disappears,
leaving behind no physical form. During a short rest you can perform a brief ritual that
restores all the spirits hit points or causes it to manifest again at full hit points. During a
long rest, you can dismiss your current companion and choose a different one.

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Spirit Companion

Your companion acts independently of


you, but it always obeys your commands. In
Design Notes:
combat, it rolls its own initiative and takes its
Shamanism Domain
own actions on its own turn. It can use the
The shamanism domain is
following actions: Dash, Disengage, Dodge,
intended to reproduce some of
Hide, and Search. While you are within 100
the feel of the 4th edition
feet of your companion, you can
shaman class, which isnt yet
communicate with it telepathically.
implemented in 5th edition. Its
Additionally, as an action, you can see
spirit companions act as the
through your companions eyes and hear
shamans eyes and ears, and can
what it hears until the start of your next turn,
even deliver touch spells on the
gaining the benefits of any special senses it
shamans behalf.
has. During this time you are deaf and blind
with regard to your own senses.
Finally, when you cast a spell with a
range of touch, your companion can deliver the spell as if it had cast the spell. Your
companion must be within 100 feet of you, and it must use its reaction to deliver the
spell when you cast it. If the spell requires an attack roll, you use your attack modifier for
the roll.

Spirit Boon:
Choose one of the following spirit boons. You can select a different spirit boon any
time you are allowed to choose a different spirit companion. If your companion takes
the dodge action, you lose access to the spirit boon until it is no longer dodging.

Guardian Spirit: Your spirit companion can use its reaction to take half the
damage of an attack or spell that damages a creature adjacent to it.

Harrier Spirit: Your spirit companion can use its reaction to cause an adjacent
opponent to have disadvantage on an attack roll.

Protecting Spirit: When you damage a creature with an attack or spell, your
spirit companion can use its reaction to grant temporary hit points equal to
your Constitution bonus to a creature adjacent to it.

Stalker Spirit: Your spirit companion can use the Help action.

Watcher Spirit: Your spirit companion functions as if it had the see invisibility
spell active at all times.

Channel Divinity: Calm Undead


You lose the Turn Undead ability and gain Calm Undead. As an action, you present
your symbol and invite the undead spirits to return to the spirit world where their
ancestors await them. It is identical to Turn Undead except that undead creatures that
fail the saving throw are stunned for 1 minute or until they take damage. While stunned,
the creature ponders its past life and its current actions. Shaman of 5th level or higher
gain the Destroy Undead feature as normal (however the spirits of undead destroyed by
a Shaman depart peacefully for the afterlife).

Channel Divinity: Summon Spirit

MLP45E Chapter 4: Character Options

When you choose this domain at 1st level, you gain the druidcraft cantrip if you dont
already know it. In addition, you receive a bonus spell at level 3 and 5 as noted on the
domain spells table.

26

Healing Spirit
Beginning at 6th level, your healing spells are echoed by your spirit companion.
Whenever you cast a spell of 1st level or higher that restores hit points, your spirit
companion or another creature of your choice adjacent to it regains hit points equal to 2
plus the spells level.
Beginning at 8th level, your spirit companion can use its action to make a melee
attack. Its attack modifier is equal to your Wisdom bonus plus your proficiency bonus. On a
hit, it deals damage equal to your Wisdom bonus. If you are good or neutral, the damage is
radiant. If you are evil, the damage is necrotic.

Spirit World Ambassador


Beginning at 17th level, you and your spirit companion resist necrotic damage. You
always function as if you had the sanctuary spell active, however it only affects undead. If
your actions end the sanctuary effect, it is reinstated at the end of a short rest. Finally, once
per day you can use the etherealness spell as a ritual, affecting only yourself and your spirit
companion.

th

New Skill & Skill Uses


In order to support the slightly steampunk, more modern, urban feel of Equestria
vs. the typical heroic fantasy D&D setting, a new skill, Engineering, has been added. In
addition, a few other skills have new uses, detailed below.

Acrobatics

You revere the power of Nature as an unyielding, unforgiving force. It can be both a
protector and a destroyer, depending on the circumstance. For you, winds, storms, and
lightning are a means to an end, rather than the end itself.
th

Rules for the Tempest domain are found in the D&D 5 Edition Players Handbook. In
addition to those rules, MLP45E grants clerics of the Tempest domain proficiency in the
Intimidation skill.

Anyone who falls can use their reaction to roll an Acrobatics check to reduce falling
damage. A success against DC 15 reduces the damage by 1d6, a success against DC 20
reduces damage by 2d6, and so on. If you negate all falling damage, you remain standing
where you land.
The Cartoon Physics ability Pancake Landing is an alternate method of reducing
falling damage. See Chapter 8: Cartoon Physics for details.

Animal Handling
Beast Wrangling

Trickery Domain
Similar to the Chaos domain in concept, the Trickery domain represents scoundrels,
thieves, liberators, and all those who would disrupt the status quo.
th

Rules for the Trickery domain are found in the D&D 5 Edition Players Handbook. In
addition to those rules, MLP45E grants clerics of the Trickery domain proficiency in the
Deception and Stealth skills.

War Domain
Priests of the War domain are warriors first, clergy second. They value battle prowess,
strength, and honor. Clerics of war often revere Empress Rosilda, a griffon sovereign
legendary for both her prowess in battle and her fiery temper. It's uncertain how many of

A character proficient in Animal Handling always adds their proficiency bonus to


Insight, Intimidation, and Persuasion skill checks when dealing with normal animals or
creatures that are part-animal and of animal intelligence, even if they are not proficient
th
in those skills. Note: in the standard D&D 5 Edition rules, this only applies to
domesticated animals.

Engineering (New)
A character trained in Engineering is skilled at designing, building, testing, and
operating mechanical and artifice devices of all kinds, as well as basic architecture.

Study Device

MLP45E Chapter 4: Character Options

Reduce Falling Damage

Tempest Domain

Powers

Powers

Rules for the War domain are found in the D&D 5 Edition Players handbook.

Vicious Spirit

Powers

the deeds attributed to her are true and how many are myth. Though dead and gone for
centuries, many folk claim that she appears to those who call out for help in battle in
their direst hour of need.
War, like life, is a universal constant, and many other proxies grant access to this
domain to their followers. Both Luna and Celestia hear the prayers of war clerics, as well
as the mythical griffon warrior, Empress Rosilda, and dark king Sombra, even in his state
of undeath.

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As your action, you dismiss your current spirit companion (if present) and summon a
different spirit companion anywhere within 30 feet. It can be the same type and grant the
same boon, or you can change one or both.

Make an Intelligence (Engineering) check to find out how a mechanical device


works, repair broken devices or equipment, or design a new device or building. This skill

27

Intuition
Make an Insight check when you are stumped, at a loss for ideas, or otherwise unsure
of the best course of action to follow. The GM may choose to give you a suggestion, idea,
or hunch to follow based on your characters instinct or gut reaction.

Proficiencies
Skills: Deception, Persuasion
Tools: Clipboard
Languages: One common language

Investigation
Gossip
Use Investigation with Wisdom instead of Intelligence when trying to dig up
information on a person, place, or thing by talking to others.

Medicine
Bind Wounds
A character trained in Medicine can tend to their own wounds and those of their
friends during a short rest. Each character who spends at least one Hit Die during that rest
also recovers additional HP equal to the proficiency bonus of the character tending to the
injuries.

Sleight of Hand

Equipment: Business cards (50), clipboard, fine clothes, hourglass, ink, ink pen,
megaphone, notebook, sealing wax, signet ring, 14 gb, 5 sb

1d8
1
2
3
4
5
6

Quick Draw
A character trained in Sleight of Hand can draw and sheath one-handed weapons
freely on their turn or when they use their reaction.

7
8

1d8
1

New Backgrounds

2
3

Add these new backgrounds to the list of those available in the official rules.

Bureaucrat
You either served in public office or worked as a part of a large public or private
institution. You know how to get people motivated, and know the ins and outs of such
organizations and can quickly cut through the red tape to get access to the people or
information you need. You carry a sense of authority that is often all the grease necessary
to ensure the cooperation of others you meet.

Trait: Get It Done

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Insight

As a current or former member of a large organizational body, you have an


impressive, authoritative presence that motivates others to help. Using your knowledge
of the inner workings of such groups you can quickly determine who in the organization
is your best point of contact to accomplish what you need to do. Youre also good at
getting dirt on them to help pressure them if necessary. If you come into conflict with an
organization, you have an advantage on swaying the opinions of the common folk to
help you oppose them.

4
5
6
7

Suggested Personality Traits Bureaucrat


I've been at my job so long that I'm set in my ways, and see little need to
change anything.
I love making public appearances, basking in the adoration of the public. I
always have a clever counter for any hecklers who are present.
I encourage a friendly rivalry between my town and neighboring villages,
and sponsor agricultural, craft, and athletic competitions.
I've enjoyed fine food, drink, and high society among the ton's elite. Rough
living grates on me.
I use self-deprecating humor to endear myself to the public.
I have a detailed 10-year plan for my town's improvement, and am
constantly updating it as I go along.
I use fiery rhetoric to enflame the emotions of the citizenry.
I work from behind the scenes, rarely making public appearances.

Suggested Ideals Bureaucrat


Charity: I always try to help those in need, no matter what the personal
cost. (Good)
Order: I make sure everyone follows the rules, so that corruption doesn't
have a chance to infect my town. (Law)
Fame: I seek to improve my town's prosperity. If I increase my own
personal power and influence by doing so, there's no harm done. (Neutral)
Greed: I play the political game to increase my own personal fame and
power, with no concern for the fools who put their trust in me. (Evil)
Equality: Every person has the right to lead their lives the way they want,
as long as they don't harm others. (Neutral)
Security: I ruthlessly stamp out crime. Even a stolen loaf of bread is
inexcusable. (Lawful)
Nepotism: It took a lot of favors to get where I am, and I make sure my
friends and family are well-cared-for. (Evil)

MLP45E Chapter 4: Character Options

can also be used in place of Intelligence (Arcana) when dealing with items of artifice (see
Chapter 6: Equipment).

28

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1d8
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Suggested Bonds Bureaucrat


I want to ensure that society doesn't fail anyone, that everyone has an
opportunity to thrive.
My town is the pride of the realm, and I'll do anything to make sure it stays
strong.
I grew up in or close to an orphanage, and want to make sure the town's
children are well-cared-for.
My family has always been involved in the town's politics, and I wish to
uphold that tradition to the best of my ability.
I follow in the footsteps of the the town's founder, and emulate his or her
manner of dress and way of thinking.
The system failed me when I was growing up, so I want to make sure that
doesn't happen to anyone else.
I have a prop that I always carry with me, like a ceremonial gavel, scepter,
hat, or other symbol of office.
I owe my position to the influence of the wealthy, and must keep them happy
to stay in power.

Suggested Flaws Bureaucrat


I put on a smile for the public, but I'm a grouch when I actually have to deal
with someone in private.
I leave the majority of the responsibility to my subordinates, and have little
actual ability to sure things are done properly.
I am inflexible in my thinking. There's no reason to change anything thats
worked well enough in the past.
I rarely keep my promises. Most people are too cowardly to call me on it.
I am biased against outsiders. Especially those who want to live in my town
and beg for my money.
I think the poor are all just lazy and need to work harder to improve their lot.
I am susceptible to bribery and corruption.
I frequently indulge in alcohol or other vices to embarrassing excess, and get
defensive when anyone calls me on it.

Educator
Whether through extensive personal experience or formal schooling, you possess
broad general knowledge on many subjects, allowing you to serve as a primary school
teacher. You have the insight to tell what your students are struggling with, when they
need additional help, and how best to challenge students to match their abilities. You know
how to foster a trusting relationship with your students, young and old, to better get to
know them and their unique situation in life. You maintain contacts with other educators
with whom you can share experiences and techniques.

Trait: Student-Teacher Trust

Whether you are employed in a town schoolhouse, hired privately to tutor children,
or travel from town to town to teach, people have come to know and value your
judgment, competency, and opinion. Parents take your advice on how to deal with their
children, and improve their parenting in the process. Children will often come to you
with secrets and troubles that they would not dare tell their family or friends. Many
families from all walks of life would be happy to house you for days, weeks, or even
months at a time in return for the opportunity to have you tutor their children. If you
intend to set up in a town or village, the locals can probably be persuaded to donate
their time and materials to construct a dual-purpose schoolhouse and residence for you,
as long as you can spend at least half of your time teaching (usually broken up to
account for planting and harvesting seasons).
Proficiencies
Skills: Persuasion, and one from the following list: Animal Handling, Arcana,
Engineering, History, Medicine, Nature, Performance, or Religion
Tools: One artisans tool set, herbalism kit, or musical instrument
Languages: One common or exotic language of your choice.

cheezedoodle96.deviantart.com

1d8

Pageantry: I live for the show of politics: public debates, town festivals, fairs,
and other public events. (Any)

Equipment: Artisans tools, chalk (10 pieces), ink (black and red), ink pen, notebook,
scroll case, travelers clothes, tome (choose the subject), 10 gb.

1d8
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1d8
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Suggested Personality Traits Educator


I frequently go off-topic and bring up trivia about things that interest me.
I am stern and have no patience for tomfoolery.
I believe the best way to earn the respect of students is to be firm yet fair.
I try to be friends with all my students, for better or for worse.
I carry chalk with me out of habit, and sometimes use it to diagram things.
I tend to get long-winded when explaining something, often going into a
level of detail that bores others.
I like to quote great historical figures in my conversations and
correspondence with others.
I respond best to those who demonstrate a true passion for learning.

Suggested Ideals Educator


Challenge: I take the time to make sure that every student is challenged,
rather than simply making sure they meet a minimum. (Lawful)
Love: I care deeply for all my students, and want to see them succeed,
even spending my own free time and resources to do so. (Good)
Convenience: I make sure that my students meet minimum testing
standards, but have no interest in putting in more work than necessary.
(Neutral)
Volunteerism: I spend my free time performing community service, and
encourage my students to do so as well. (Good)
Indoctrination: I use my position as a respected educator to teach my
controversial opinions as fact. (Evil)
Self-Improvement: I'm always learning new things, even while teaching
others. (Any)

MLP45E Chapter 4: Character Options

29

Suggested Bonds Educator

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1d8

Many of my relatives have been teachers, and they always talk about how
enriching it was. I want to continue the family tradition.
Whenever I see something that's factually incorrect, I try to ensure that it's
corrected, even if unpopular.
My students are precious to me. I try to keep up on news of their successes
after graduation.
After my teacher helped turn my life around and steer me on the path to
success, I swore to do the same for others.
I do my best to hide the shameful past of my race, town, or country.
I'm a graduate of a prestigious academy of learning, and seek to ensure that
my actions never tarnish its reputation.
In my spare time I am writing a book which requires a great deal of research.
It will be my legacy. I carry the manuscript with me.
I never graduated, but I tell others that I did. My secret can never get out.

Suggested Flaws Educator

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I like to pontificate on many topics, but I'm not really as knowledgeable about
them as I let on.
I let my opinions influence my teaching inappropriately.
I worked hard initially, but I've become jaded and lazy, doing the minimum
required to keep my job.
When confronted with contradictory evidence or opinions, I lose my temper.
I don't really believe in what I'm doing, and my apathy affects my students.
I have a well-deserved reputation for severely punishing those who make a
mockery of the classroom.
I take advantage of my position of power over my students.
I teach only because I tried other occupations and failed.

Investigator
You are good at finding the clues that others miss. You may have been a police
investigator, a private investigator, a newspaper, or maybe youre just naturally detailsoriented. You know who to talk to to find the most information about a subject, and can
weed out the lies.

Skills: Insight, Investigation


Tools: Camera, Investigation Kit
Equipment: Business cards (50), chalk (10 pieces), crowbar, investigation kit,
magnifying glass, notepad, pencil, travelers clothes, 7 gb, and 6 sb.

1d8
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Trait: Truth-Seeker
As you practice your trade, you earn a reputation for being a neutral party. While they
dont necessarily like you, people go out of their way to be on their best behavior around
you, to avoid drawing your attention. When you interview people, they will often offer you
help, suggestions, and other clues to follow up on, to curry your favor. You also know your
way around a crime scene, and the local police might allow you access if they know and
trust you. As your fame spreads, they may even come to you for assistance.
Proficiencies

1d8
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2
3

Suggested Personality Traits Investigator


I am intensely curious. I dig a little further when others would have given
up already.
I spend my evenings crawling the inns, taverns, and shops, looking for
interesting rumors.
I am meticulously clean and always wear gloves, especially when I have to
shake someone's hand.
I do what I can to befriend the locals, and get to know as many people as
possible to aid my future work.
I compulsively take notes wherever I go, which may unnerve others.
I have an enormous collection of meticulously-catalogued notebooks and
evidence.
I have a mountain of poorly-documented and disorganized notes and
evidence, but I know where everything is.
I always get at least two opinions before making a decision.

cheezedoodle96.deviantart.com

1d8

Civic Duty: The best way to advance society is to improve education. (Lawful)
Exemplar: I strive to live my life in a way that inspires my students. (Any)

Suggested Ideals Investigator


Justice: I want to make sure that who or what I'm investigating is judged
fairly by history. (Lawful)
Greed: I investigate whoever or whatever will bring me the most cash, no
matter who is hurt by my findings. (Neutral)
Vigilantism: I have no qualms about getting my hands dirty in the pursuit
of my investigation. (Chaotic)
Fame: I desire to improve my own wealth and influence by taking on highprofile cases. (Any)
Truth: I pursue the truth alone, regardless of popular opinion or whose
reputation may be harmed in the process. (Lawful)
Whitewash: If I were ever to uncover a terrible secret that undermines a
respected authority, I would bury it rather than make it known. (Neutral)
Honor: I only take on cases where someone has been personally wronged,
and work for free if the situation warrants. (Good)
Mercy: I don't put in full effort when my investigation may ruin an
unfortunate soul deserving of a second chance. (Good)

Suggested Bonds Investigator


I am beholden to my employer, and may bend the facts to make sure they
get what they need.
As a former victim, I have first-hand experience with crime, and do
whatever I can to bring wrongdoers to justice.
A close friend or family member was wronged (or even murdered), and I
have dedicated my life to finding out who is responsible.

MLP45E Chapter 4: Character Options

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1d8

Suggested Flaws Investigator

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I can make evidence appear or disappear if the price is right.


I am sloppy in my work, and cover up my failings by pinning blame on others.
I don't know when to give up on a line of investigation, and can waste
inordinate amounts of time following one.
When I can't find evidence, I fabricate it.
I take a salacious interest in the subjects of my investigations.
I can lose my temper when someone questions my integrity or judgment.
I skeptical of everything and everyone. I don't take things at face value, and I
assume everyone is lying to me.
I tend to discount evidence that doesn't fit my vision of reality.

Physician
You have considerable knowledge of the equine body and its illnesses and afflictions.
Youre probably a generalist, although you might also specialize in a particular field. People
of all walks of life put their lives in your hooves without a second thought. While its true
that magic can work miracles when it comes to healing the body, such service is usually
hard to find, expensive, or simply unavailable, so your trade is always in heavy demand.

Trait: Diagnosis & Treatment


No matter where you go, people will come from miles around to see you if you make
your services available, so you dont often go wanting for food or shelter. This who can pay
for your attentions will gladly do so, while others will barter or outright beg. Speaking and
working with such a wide cross-section of society is an enormous source of information and
rumor about a community, so within a week or two youll probably know or have heard of
just about everyone in a smaller town.
Proficiencies
Skills: Insight, Medicine
Tools: Healers Kit, Herbalism Kit
Equipment: Bone saw, bottle of rubbing alcohol, bottle of whiskey, healers kit,
herbalism kit, tome (Perplexing Pony Plagues), steel mirror (head reflector), soap, 6 gb.

1d8
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Suggested Personality Traits Physician


I habitually comment on the health of others while greeting them.
I wear a stethoscope or carry other medical supplies, even while off-duty

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I'm especially good with children, and like to tease them to help them feel
comfortable during examinations. I usually carry candy with me.
I have an eating, smoking, or drinking habit that contradicts my otherwise
healthy ways.
Life is short, and people who fail to care for their bodies infuriate me.
I completely avoid all physical vices in order to remain healthy.
I tend to talk down to people, even if they understand what I'm discussing
with them.
I'm extremely pragmatic. I don't couch the facts in discreet language. I
don't differ much between treating an animal and treating a person.

Suggested Ideals Physician


Charity: In my free time, I volunteer medical services to the poor. (Good)
Aspiration: I seek to completely eliminate a particularly dangerous disease.
(Any)
Acceptance: It's not my place to tell people what to do with their bodies.
All I can do is help keep them healthy. (Neutral)
Community: A healthy population leads to a strong, growing population.
(Lawful)
Legacy: I intend to see my statue erected someday, and work hard to
ensure that comes to pass. (Any)
Faith: My religious faith guides my hand in my medical practices. (Any)
Recklessness: I intend to advance medical knowledge regardless of the
cost. Others are test subjects to be experimented with (Evil)
Indulgence: I encourage others to try all things in moderation. (Chaotic)

cheezedoodle96.deviantart.com

Nothing is more important to me than my dedication to my work, not even


friends and family.
I seek to make the truth known, no matter who or what ends up suffering the
consequences.
I have my own shameful past, and am living under an assumed name. If
anyone found out who I really am, I would be ruined.
I hope one day to uncover evidence against a corrupt official.
My past investigations ruined a close friend of mine, and now they have
turned into a dangerous enemy.

Suggested Bonds Physician


I have sworn an oath to render medical aid even to sworn enemies.
My life's work involves research on a particular disease or medical
condition. One day I intend to publish a book on my findings.
As a youth I contracted a disease that left me physically marked or
handicapped. Now I am especially interested in helping those with the
same ailment.
I carry a thick journal where I document and illustrate all my examinations,
treatments, and results.
I had an inappropriate relationship with a former patient that haunts me to
this day.
I gave an incorrect diagnosis which contributed to the death of a patient. I
am still wracked with guilt.
I'm especially dedicated to keeping children healthy, so they have a chance
to live a long and happy life.
Even though I have to deal with unpleasantness on a daily basis, I focus on
the positive, happy outcomes.

Suggested Flaws Physician

MLP45E Chapter 4: Character Options

I'm tempted to abuse my authority to write medical prescriptions.


I have a habit of getting too close to my patients.

31

Police Officer
You spent a number of years as a beat cop or local constable in a smaller town. Youve
experienced a lot in a short amount of time, and experienced some things you wish you
hadnt. The job has its own rewards though, and you wouldnt trade it for the world since
you know that ultimately you want to be there to help others when they need it most.
Youre likely a former cop, unless you are in active duty on a long-term or undercover
mission to track down a criminal, investigate unusual events, or even probe reports of a
corrupt member of the force. Work with the GM to determine your status, and what your
current mission is, if any.

Trait: Criminal Justice System


Youve dealt with the criminal underworld for a long time, and you know a number of
tricks of the trade to help get things done when you need it. Other police officers usually
respect you as a fellow cop and are willing to give you the benefit of the doubt and may
even go above and beyond to assist you. Normal folks try to be on their best behavior
around you, and often volunteer information even when its not in their best interest. You
know all the laws in your home area, and can quickly check up on local codes by speaking
with the town constables. You know the proper procedures for capturing criminals and
bringing them in for booking.
Proficiencies
Skills: Investigation, Persuasion
Tools: Investigation Kit
Languages: One common language of your choice
Equipment: Formal clothes, flashlight, investigation kit, manacles, notebook, 5 pencils,
saddlebags, 10gb.

Scientist
While others often accept what they are told, you go above and beyond to observe,
question, hypothesize, test, analyze, and draw conclusions. This can sometimes be difficult
in a world of magic that is often confusing, but you believe even magic itself is ultimately
beholden to the laws of nature.

Trait: Scientific Method


Although you focus on a specific scientific discipline, you also have broad general
knowledge on a number of topics. Your inquisitive nature sometimes leads you to take risks

in the name of science, but you keep reminding yourself that your work will eventually
lead to the betterment of civilization. Choose one of the specialties below. The
proficiencies and equipment received are unique to each specialty.
Arcana: Skills: Arcana, Insight; Tools: chemistry kit; Languages: any one; Equipment:
candle (10), chemistry kit, ink, ink pen, notebook, robes, tome (any arcane subject such
as a specific school of magic), 5 gb.
Astronomy: Skills: History, Investigation; Tools: navigators tools; Languages: Old
Equestrian; Equipment: common clothes, navigators tools, notebook, pencil, star chart,
13 gb, 4 sb.
Botany: Skills: Nature, Survival; Tools: climbers Kit, herbalism kit; Equipment:
climbers kit, herbalism kit, notebook, pencil, tent, travelers clothes, 9 gb, 9 sb.
Chemistry: Skills: Arcana, Nature; Tools: chemistry kit, herbalism kit; Equipment:
chemistry kit, common clothes, herbalism kit, merchants scale, notebook, pencil, 18 gb,
4 sb.
Economics: Skills: History, Investigation; Tools: abacus, gaming set; Equipment:
abacus, fine clothes, gaming set, notebook, pencil, 26 gb, 9 sb.
Engineering: Skills: Engineering, History; Tools: abacus, artisan tools; Equipment:
abacus, artisan tools (any two), fine clothes, notebook, pencil, 21 gb, 9 sb.
Geology: Skills: Investigation, Nature; Tools: chemistry kit, climbers kit; Equipment:
chemistry kit, climbers kit, miners pick, notebook, pencil, piton (10), shovel, tent, 5 gb,
4 sb.
History: Skills: History, Religion; Tools: Artisan tools (bookbinding); Languages: any
one; Equipment: artisan tools (bookbinding), notebook, pencil, robes, tome
(Understanding Medieval Equestria); 17 gb, 9 sb.
Philosophy: Skills: History, Insight; Tools: gaming set (chess) or a musical
instrument; Languages: any one; Equipment: chess set, fine clothes, musical instrument,
notebook, pencil, 23 gb, 9 sb.
Psychology: Skills: Insight, Persuasion; Tools: Clipboard; Languages: Any one;
Equipment: clipboard, fine clothes, notebook, pencil, tome (general psychology), 8 gb, 4
sb.
Sociology: Skills: History, Insight; Languages: Any two; Equipment: fine clothes,
notebook, pencil, time (general sociology), 8 gb, 9 sb.
Zoology: Skills: Animal Handling, Nature; Tools: folding chair, healers kit;
Equipment: folding chair, healers kit, hunting trap, notebook, pencil, tent, travelers
clothes, 19 gb, 9 sb.

1d8
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Suggested Personality Traits Scientist


I frequently collect material samples, so that I can study them when I get
back to the lab.
People find me eccentric. I'm not sure if it's the wildly unkempt hair, the
way I tend to ramble, or my ramshackle (yet fully functional) equipment.
I frequently go off-topic and bring up trivia about things that interest me.
I tend to get long-winded when explaining something, often going into a
level of detail that bores others.
I idolize a particular scientist, and constantly refer to that person's theories
and published works.

cheezedoodle96.deviantart.com

6
7

I secretly steal medical supplies for my own personal use.


I lack confidence in my skills, at times.
My rigid way of thinking leads me to refuse to attempt new or experimental
treatments.
My research may lead me to engage in unethical research.
I have a history of incomplete or outright incorrect diagnoses. If it gets me in
trouble, I move on to a new town.
I work so much that I'm becoming mentally and physically exhausted.

MLP45E Chapter 4: Character Options

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Suggested Ideals Scientist


Progress: I am dedicated to advancing the cause of civilization. It may not
always be pretty, but it is for the betterment of society. (Lawful)
Nature: We are gifted with a miraculous, fascinatingly complex world. I owe it
to myself to learn all I can about it. (Neutral)
People: Technology needs to advance to improve peoples' lives, but not at
the cost of our integrity. (Good)
Redemption: We need to avoid the mistakes of our ignorant past and make
better decisions as a society. (Good)
Volunteerism: I spend my free time performing community service, and
encourage others to do so as well. (Good)
Curiosity: I like to get hands-on, and sometimes take great personal risk for
potentially little gain. (Chaotic)
Education: The more people know, the better decisions they make.
Truth: I can't stand charlatans who try to fool others with pseudoscience. I
actively combat their efforts with facts. (Lawful)

Weather Manager
You are (or were) one of the local weather management specialists for a town or
village. Your job is to ensure that the appropriate weather is delivered on schedule, and
any irregularities are dealt with. If you are in active duty, you know the local weather
schedule, and if not your predictions are quite accurate. Of course this position is only
available to pegasi, griffons, and other creatures capable of flight, as it requires the
cloudwalking ability.

Trait: Weather Eye


You probably know the official local weather managers (or are one yourself) or can
at least find them easily enough. You know or can learn the local weather schedule for
the next two weeks. If you cant acquire the schedule for whatever reason (or youre in
an area where there is no weather management), you can accurately predict the
weather 24 hours out. With a DC 10 Wisdom (Nature) check you can predict the weather
for the next 3 days. With a DC 15 Wisdom (Nature) check you can predict the weather
for the next week. The GM should roll these checks for you in secret. If you come to an
area where weather is being mismanaged or is unmanaged, you can always take up the
responsibility and set up a delivery schedule with Cloudsdale.
Proficiencies
Skills: Nature, Perception, Survival
Tools: Navigators tools
Languages: Two common languages of your choice

Suggested Bonds Scientist


I am involved in an ongoing research project, and collect notes and samples
to return to the lab.
My parent or grandparent is/was a noted scientist, and I hope one day to
meet or even surpass their contribution to society.
If my peers ever find out what sort of research I'm involved in, I'll be shunned.
In the past I published a report or book that had serious flaws, and I find it
difficult to live down that mistake.
I can't resist the opportunity to learn something new, especially on topics
new to me.
I want to be famous, whatever it takes.
I'm in it for the potentially lucrative income if I make a breakthrough.
I'll do anything to one-up my rivals.

Suggested Flaws Scientist


I refuse to let moral concerns cloud my mind when performing research.
I get impatient when dealing with those who I can't speak to on the same
intellectual level.
I am tempted to hide or ignore conflicting evidence.
My professional skepticism often intrudes on my personal life.
I am obsessed with continuing the progress of my research, to the detriment
of everything else in my life.
All my spare change goes toward research materials, so I'm always in debt.
I am sometimes jealous of the successes of my peers.

I hold to a theory that is seen as controversial by the majority of my peers,


and I am often ridiculed because of it.

cheezedoodle96.deviantart.com

7
8

I use humor when explaining complex topics, to get others more interested in
what I have to say.
I start to get a little (ok, very) anxious when things don't go according to plan.
When I'm not actively engaged in research, you can probably find me with my
nose in a book.

Equipment: Local map, local weather schedule, map case, navigators tools,
notebook, travelers clothes, and 10gb.

1d8
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1d8
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Suggested Personality Traits Weather Manager


I carry a pocket watch at all times, and check it continuously.
I speak very quickly and never quite know when to keep my mouth shut. In
fact, it's gotten me into trouble more than once.
I like to play fast and loose with the rules.
I like to goof off while I'm working, but I always make sure all my work gets
done.
People say I'm a little scatterbrained. Maybe I've taken one too many
lightning bolts to the head?
WHAT? OH! I SAID MY WORK WITH THUNDERSTORMS HAS LEFT ME A
LITTLE HARD OF HEARING.
I always have a positive attitude, just like the sunny weather I crave.
Loud noises make me jumpy.

Suggested Ideals Weather Manager


Accuracy: It's important that the weather schedules are accurately
followed down to the minute. (Lawful)

MLP45E Chapter 4: Character Options

33

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1d6
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Suggested Bonds Weather Manager


I carry a compass or pocket watch that was given to me by my parent(s) on
my graduation day. It reminds me of them.
My job is very important, and I take it seriously. A string of bad weather could
have profound effects on farmers and travelers.
I need at least ten hours of sleep a day or I'm pretty grouchy.
I have an awesome piece of fused glass from the first time I made lightning. I
wear it as a necklace.
I'm not really fond of my job, but it's the only thing I'm really good at.
Weather management has been in my family for generations. It's important
to me to carry on the tradition.

Suggested Flaws Weather Manager


I like to catch a nap whenever I can. There's always time to get my job done
later.
I'll probably never get over my fear of thunder and lightning.
I just can't seem to get the hang of bucking clouds.
If someone crosses me, I might make sure they get a little extra stormy
weather next time they're picnicking.
I don't really keep to a schedule. I just eyeball things as I go along.
I have a hard time telling north from south.

New Feats
Add these new feats to the list of those available in the D&D game. If you choose a
feat which grants proficiency in a skill, tool, or language in which you are already trained,
you can instead choose a different proficiency of the same type.
th
A few of these feats appear in the 5 Edition D&D rules. The version that appears
here is an update that clarifies how it should work for MLP45E.

Agile Flyer
Your friends (and opponents) have a hard time keeping up with you.
Prerequisite: Fly speed

Speedy Wings: Your fly speed increases by 10 feet.

Fancy Maneuvering: When you provoke an opportunity attack for using


flying movement, opponents have disadvantage on the roll.

Loop the Loop Around: When you are flying and an opponent misses you
with an attack or you successfully save against an area attack, you can use
your reaction fly up to 20 feet.

Speed Burst: When you use the Dash action while flying, the distance you
can fly is equal to your speed + 50%.

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3
4

Flexibility: As long as every place gets the right amounts of sun, wind, and
rain, the schedule doesn't really matter. (Chaotic)
Flair: I make sure to add a little of my own personal style into my work. (Any)
Lenience: If I'm schedule to start up a storm but it'll ruin somebody's day, I'll
give them some time to get their work done first. (Chaotic)
Pleasure: I like nothing better than to cook up a nice cool rain for myself after
a long (or short) day's work. (Any)
Confidence: I have absolute faith in my ability to get the job done on time,
regardless of any difficulties. (Any)
Loyalty: Everyone puts their trust in me. I can never let them down. (Good)
Fun: Just because it's work, doesn't mean it has to be boring. (Chaotic)

Angelic Demeanor
Your gentle, caring personality inspires your friends to fiercely protect you, should any
foe threaten to lay a hoof on you in anger.
Prerequisite: Charisma 13+

Fly to Your Defense: Your friends add your Charisma bonus to damage rolls
and ability or skill checks against any opponent who has harmed you in the
last 10 minutes.

Plea for Mercy: When you are hit by an attack, you can use your reaction to
call out for help. One friend within 30 feet can use their reaction to move up
to their speed and make an attack against the opponent who hit you. You
can use this ability three times. You regain all uses of this ability after
completing a long rest.

Ever Graceful: You re-roll Charisma (Persuasion) checks that are a 1 or a 2 on


the die.

Pacifist: You have disadvantage on attack rolls against a target that hasnt
already hurt you or one of your friends within the last 10 minutes.

All-Team Organizer
Youve got the organizational skill to help make others more than the sum of their parts.
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. In
addition, you have three Tactics points which are recovered after completing a long rest.
You can spend Tactics points to perform the following actions:

MLP45E Chapter 4: Character Options

34

Bison Brave
You are well-trained in your tribes ways, and are proud to continue their traditions
wherever you go and share them with whoever you meet.
Prerequisite: Buffalo

Fearless: You have advantage on saving throws against spells and abilities that
would frighten or terrify you, and on check and save attempts you make to
remove those conditions.

Counting Coup: During battle you can use a bonus action to touch an adjacent,
conscious opponent. This provokes an opportunity attack from the opponent. If
you are not hit by the attack or the opponent elects not to attack, you gain
temporary hit points equal to your level plus your Constitution bonus. Once you
have successfully used this ability, you cannot use it again until you complete a
short or long rest. Some tribes allow a warrior to add a feather to their
headdress or decoration to their clothing each time they successfully use this
ability.

Pass the Calumet: During a long rest you can smoke your ceremonial calumet
pipe, entreating the Great Wind Spirit for good fortune in the coming day. You
and each friend who shared the rest with you gains a Wind Spirits Blessing
token. These tokens can be spent at any time to add 1d4 to your d20 roll.
Unused tokens are discarded at the end of a long rest.

Burly Beast
Nobody doubts your strength ever since they saw you lift that piano by yourself.

Your Strength score increases by 1, to a maximum of 20.

Armed and Dangerous: The damage die of your natural attacks improves by
one step (1d4 to 1d6, 1d6 to 1d8).

Steady Pace: Your speed is not reduced by wearing heavy armor in which you
are proficient.

Bulky Biceps: Your carrying capacity, and lift, push, and pull limits are increased
by 50%.

Put Your Back Into It: You add your proficiency bonus to Strength checks made
to break, open, knock over, or move objects or creatures.

Calloused Hide
Your time in the hot sun of the plains has given you resistance to heat.

Prerequisite: Donkey, Pony (Earth) or Zebra

You have resistance to fire damage.

No Sweat: You have advantage on saving throws against fire effects and
Constitution saves to avoid exhaustion from hot weather.

Cartoon Physique
You have a well-developed sense of comedic timing.

Expanded Repertoire: You gain two additional cartoon physics power slots

Running Gag: You gain two additional cartoon physics points.

Plan B: You can swap out your cartoon physics power slots during a short
rest rather than having to wait for a long rest.

Signature Move: Designate one of your cartoon physics powers as your


signature move. When you activate your signature move, its power cost is
reduced to half normal. If this reduces its cost to less than one point, it
doesnt cost you any points to activate. You can designate a new signature
move after a long rest or when you gain a level.
Special: You can take this feat more than once. The second and each additional
time, you just gain the additional slots and points. You do not gain another signature
move.

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Hurried Orders: You can use a bonus action to allow a friend within 30 feet of
you to use their reaction to take the Attack, Dash, or Dodge action.
Timely Assistance: You can use the Help action as a bonus action.
Expert Advice: When a friend misses with an attack roll or fails at a contest
against an opponent, you can use your reaction to let your friend re-roll the
attack or check.
Shout a Warning: When an opponent hits your friend or beats them in a
contest, you can use your reaction to force the opponent to re-roll the attack or
check.

Cast-Iron Belly
You can eat just about anything without getting sick.
Prerequisite: Buffalo, Diamond Dog (any), Donkey, Dragon, Minotaur, or Pony
(Earth)

You have resistance to poison damage.

Healthy Living: You have advantage on saving throws against poison and
disease.

I Feel Fine: You have advantage on any checks or saves to remove the
Poisoned condition.

Try Some, Its Great: You can safely eat foods that would make others toss
their cookies.

Changeling Soldier
Before you were orphaned, you underwent conditioning and a special diet which
improved your physical abilities.
Prerequisite: Changeling Orphan
Your Charisma bonus increases by 1, to a maximum of 20. You gain the ability to
learn arcane magic, and are now eligible to select arcane classes and feats. Finally, you
gain two abilities: Changeling Resin and Fueled By Love

Changeling Resin: You can use your action to spit a sticky resin at a 5-foot
space within 20 feet of you. For the next 15 minutes that spot functions like
the Entangle spell (though its limited to the 5-foot space in size). The save
DC is 8 + your Constitution bonus + your proficiency bonus, and creatures
have disadvantage on saves against it. You can use this ability a total of three
times, and then cannot use it again until you complete a short rest.

MLP45E Chapter 4: Character Options

35

Connected Destiny
You and your friends have had a connection since before you knew each other.
When you take this feat, you designate up to 5 friends whose destinies are
intertwined with yours. Each time you spend a Hit Die to heal damage your destiny friends
also heal 1 point of damage. Each time one of your destiny friends rolls a death saving
throw, you can use your reaction to take an action.

Critter Friend
Youve never met an animal you couldnt befriend.
Prerequisite: Deerfolk (any), Pony (Any), or Zebra

Horse Whisperer: You permanently gain the effects of the Speak With Animals
spell.

Animal Husbandry: Whenever you roll an Animal Handling skill check or a


Charisma ability or skill check to interact with an animal non-violently, you have
advantage.

A Favor to Ask: You can use the Animal Friendship and Animal Messenger
spells each once per day. When you use Animal Messenger, the animal either
uses pantomime to convey the message or delivers a letter or token you supply
it with as the message.

Diamond Dastard
You know a number of tricks unique to your race
Prerequisite: Diamond Dog (any)

Tail Club: Add your spiked, club-like tail to your list of proficient natural
weapons. It deals 1d6 bludgeoning damage. When you use your action to
attack with it, you can also make a shove attack as a bonus action against the
same target. See page 195 of the 5e D&D Players Handbook.

Sneaky Attack: When you have advantage against an opponent, your successful
attacks deal 1d4 bonus damage.

Crafty: You gain proficiency in a Strength or Dexterity skill of your choice, or a


tool of your choice.

Draconic Might
Your draconic bloodline runs particularly strong.
Prerequisite: Dragon

Blood of Aurumvolis: You gain two additional Dragon Bloodline racial abilities
that you do not already have.

Tail Grab: Your tail is now long, strong, and prehensile enough to pick up and
carry an object as a part of your movement (though not enough to use it as a
weapon).

Dungeon Delver
Youve spent a great deal of time underground, dealing with hostile environments.
th
Note: This feat replaces the version of the same feat found in the D&D 5 Edition
Players Handbook. It is the same, except for the addition of Darkvision.
Alert to the hidden traps and secret doors found in many dungeons, you gain the
following benefits:

You have advantage on Wisdom (Perception) and Intelligence


(Investigation) checks made to detect the presence of secret doors and
hidden compartments.

You have advantage on saving throws made to avoid or resist traps.

You have resistance to the damage dealt by traps.

You can search for traps while traveling at a normal pace, instead of only
at a slow pace.

You have Darkvision. You can see in dim light within 60 feet of you as if it
were bright light, and in darkness as if it were dim light. You cant discern
colors in darkness, only shades of gray. If you already have Darkvision, its
range increases by 60 feet.

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Fueled By Love: At the end of a rest your friends can each choose to willingly
give you one of their Hit Dice. You can either add these Hit Dice to your own
pool of Hit Dice, or convert them into power tokens. You can spend a power
token to re-roll any of your d20 rolls or damage rolls. The maximum number of
power tokens you can hold at any given time is equal to your Charisma bonus
(minimum of 1).

Earth Mastery
Earth and stone are no match for your hooves.
Prerequisite: Buffalo, Diamond Dog, Donkey or Pony (Earth)

Nimble Hooves: You ignore difficult terrain that is due to loose rocks,
boulders, or other stony ground. You are immune to the Spike Growth spell
and always recognize it for what it is.

Geology Major: You have advantage on checks to determine the


characteristics or features of natural and worked stone and masonry.

Rock That Rock: You have advantage on attack rolls against creatures or
objects made of stone, and your attacks and spells deal 1d4 extra damage
against them. At 5th level the bonus increases to 2d4. At 10th, 3d4. At 15th,
4d4, and at 20th, 5d4.

Encouraging Song
Youve got a memorable song ready for just about every situation.
Prerequisite: Charisma 13+
You gain proficiency in the Perform skill, and in one musical instrument of your
choice.
Once per day you can use your action to begin singing a stirring song to motivate
your friends. Choose one friend within 30 feet. That friend receives one Encouragement
die, a d6. On that friends turn, they can choose to use a bonus action to join the song
and choose another friend within 30 feet to receive their own Encouragement die. That
friend, in turn, can continue the chain onwards. This chain can continue until you and all

MLP45E Chapter 4: Character Options

36

Anything I can do to help? Derpy Hooves

You OK?: You can use a bonus action to use the Help action.

OOPS! My Bad: You can use a bonus action to cause an opponent adjacent to
you to have disadvantage on their next attack roll.

Fade Away
Your innate magic allows you to disappear from view when the need arises.
Prerequisite: Deerfolk (any)
When you take damage from an attack or when you are spotted by an opponent, you
can use your reaction to become invisible. You remain invisible until the end of your next
turn or as long as you continue to concentrate, up to 1 minute. The invisibility ends
immediately if you attack or cast a spell, or if your concentration is interrupted. Once
you've used this ability, you cannot use it again until after you complete a short rest.

Friendly Face
Your ever-present smile leads most folks to thinking positively about you.
Prerequisite: Charisma 13+

Increase your Charisma by 1, to a maximum of 20.

Pretty Please? You gain proficiency in the Persuasion skill.

With Sprinkles On Top? Whenever you roll a Charisma ability or skill check to
improve an NPCs attitude, you have advantage.

Gale Force
You can move so fast that your wake knocks others on their rumps.
Prerequisite: Griffon, Hippogriff, or Pony (Earth or Pegasus)

Your speed (walking and flying if applicable) increases by 10 feet.

When you use the Disengage action on your turn you can also use the Dash
action as a bonus action. If you do so, anyone you move past may be blown
over. Until the end of your turn, you make a shove attack against every
creature that you move adjacent to (see page 195 of the D&D 5e Players
Handbook). You can suppress this ability for the turn, if you like.

You have discovered how to tap into your innate magic, and can use it to boost your
physical abilities.
Prerequisite: Griffon

Catlike Reflexes: You add 1d4 to all Strength and Dexterity checks and
saves.

Savage Pounce: When you use your Pounce ability. You have advantage on
your Strength check for the contest, and the attack deals 1d6 extra slashing
damage at 6th level, 2d6 at 11th level, and 3d6 at 16th level.

Strong Pipes: Your Ferocious Roar increases to a 20-foot cone and also deals
1d4 thunder damage (half on a successful save). The damage increases to
th
th
th
2d4 at 6 level, 3d4 at 11 level, and 4d4 at 16 level. You can suppress the
damage component of the roar if you choose.

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Expert Helper

Griffon Mojo

Handy Hooves
Youve got a lot of practical, hooves-on experience living in the real world.

Your Strength, Dexterity, or Constitution score increases by 1, to a max of 20.

You gain proficiency in any 2 Strength skills, Dexterity skills, or tools.


You can take this feat multiple times.

Highly Quotable
Youve got a snappy comeback for every situation.

Increase your Charisma by 1, to a maximum of 20.

Quick Witted: You draw two extra zinger cards after taking a long rest. You
must give one of them to a friend.

New Material: Once per day you can discard one of your (or a friends)
unused zinger cards and allow the holder to draw a replacement.

Kirin Heritage
Youve embraced your heritage and learned to develop your natural talents.
Prerequisite: Kirin
Your ground speed increases to 30 feet.
Select one of the following additional benefits.

Embrace the Fire (Dragon): You can select two of the dragon races Draconic
Bloodline abilities, excluding Arcane Apprentice and Robust Wings.

Embrace the Arcane (Unicorn Kirin only): You gain the Advanced Studies
unicorn pony benefit, and select two of its special abilities. If you select
Higher Education, you do not gain the ability score increase.

Embrace the Earth (Earth Kirin only): Choose one earth pony subrace:
Andalusian, Appaloosa, Arabian, Clydesdale, or Mustang. You gain the
subraces racial traits, but not its ability score increases.

Embrace the Wind (Pegasus Kirin only): Choose one pegasus subrace:
Pennate or Nocturnus. You gain the subraces racial traits, but not its ability
score increases.

MLP45E Chapter 4: Character Options

your friends have received an Encouragement die. Once youve received an


Encouragement die, you cannot receive another one until youve completed a short rest.
You can spend an Encouragement die and add its result to one ability check, skill
check, attack roll, or saving throw you make. You can choose to wait until learning whether
your roll fails before deciding to use the Encouragement die. You can only have one
Encouragement die at a time. Unspent Encouragement dice disappear after 10 minutes.
At level 8 your songs Encouragement die increases to a d8, and at level 17 it increases
again to a d10. Each participant who actually sings in person receives the next higher die
size for their Encouragement die (d8 to d10, d10 to d12).

37

Little Buddy
Your critter friend has always got your back.
You have an animal pet that has stats equivalent to a familiar (per the Find Familiar
spell). Your pet understands your orders and you can generally understand how its feeling
or what its trying to communicate to you. The pet never provokes opportunity attacks,
opponents have disadvantage on attacks against it, it is proficient in all saves, and it has
advantage on all saving throws. If your pet drops to zero HP or fewer it is knocked
unconscious. After a short rest it recovers 1d8 HP, and you can also spend your own Hit
Dice during a short rest to heal it. After a long rest, it recovers all HP.
Your pet acts on its own initiative and follows your orders. It has its own movement,
action, and reaction. It can take the following actions: Dash, Disengage, Dodge, Help, Hide,
Search, and Use an Object (subject to DM judgment). It also has three pet action points
which you can spend to use the following abilities.

When adjacent to you or a friend, the pet can use its reaction to grant that
character a re-roll of an ability check, skill check, or saving throw, or force an
opponent to re-roll an attack roll, skill check, or ability check made against the
character

When adjacent to an opponent, the pet can use its reaction to grant you or any
of your friends a re-roll of an ability check, skill check, attack roll, or saving
throw made against that opponent, or force that opponent to re-roll an attack
roll, skill check, or ability check it makes.

Using its action, the pet can make a special trip attack against an adjacent
creature. It makes Strength (Athletics) or Dexterity (Acrobatics) check with
advantage, contested by the target's Strength (Athletics) or Dexterity
(Acrobatics) check (target's choice). If your pet wins, you either knock the
target prone or move it 5 feet in any direction.
You recover spent pet points after completing a long rest. If you have an inspiration
point, you can spend it to recover a pet action point.

Loving Devotion
You and another individual share a special connection.
You must have the agreement of another player whose character is the subject of your
loving devotion. Your character and that players character share a special relationship,

Luckbringer
Good things just seem to happen when youre around.
Prerequisite: Kirin (any)
Each time you complete a long rest, give yourself and each friend present for the
rest a Luck token. A character can spend a luck token to reroll a d20 roll they just made.
They can also spend their luck token on behalf of another friend or non-player
character. Any tokens not spent by the next long rest are discarded.

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You can pronk with grace and agility that few can match.
Prerequisite: Four legs, Dexterity 13+

You gain proficiency in the Acrobatics skill.

Roll With It: Whenever you would be knocked prone or restrained, you can roll
a DC 15 Strength or Dexterity saving throw to avoid it.

Kip Up: You can stand up from prone at the cost of only 5 feet of your
movement.

Pronking Queen: Whenever an opponent misses you with an attack, or when


you successfully make a Dexterity save, you can use your reaction to jump 10
feet away. This movement does not provoke opportunity attacks.

either parent-child, sibling, best friend, romantic, or something similar. While the subject
of your devotion is below half their maximum HP or is stressed, you have a +1 bonus to
all d20 rolls. The same applies to the subject of your devotion when you are below half
your maximum HP or are stressed. If the subject of your devotion is dropped to 0 HP or
fewer or rolls a death save, you can use your reaction to take an action. Finally, during
short rests, you and the subject of your devotion can spend your own Hit Dice to heal
the other.

Magic Adept
With a little study, your magical talent has improved.
Prerequisite: Magic Initiate feat
nd
st
You learn a 2 -level spell and one cantrip or 1 -level spell from the spell list of the
class you selected for your Magic Initiate feat. Each spell with a level is usable once per
st
st
day. If you select a 1 -level spell and pick the same 1 -level spell as you chose with your
Magic Initiate feat, you can instead cast that spell twice per day.

Magic Expert
Your training and practice in the magical arts has paid off handsomely.
Prerequisite: Magic Adept, Magic Initiate feats
rd
st
nd
You learn a 3 -level spell and one cantrip, 1 -level, or 2 -level spell from the spell
list of the class you selected for your Magic Initiate feat. Each spell with a level is usable
once per day. If you pick the same spell as you chose with your Magic Initiate or Magic
Adept feat, you can instead cast that spell one additional time per day.

Magic Maestro
You are capable of many feats of magic only matched by those who dedicate their lives
fully to its study.
Prerequisite: Magic Initiate, Magic Adept, Magic Expert feats
th
st
nd
rd
You learn a 4 -level spell and one cantrip, 1 -level, 2 -level, or 3 -level spell from
the list of the class you selected for your Magic Initiate feat. Each spell with a level is
usable once per day. If you pick the same spell as you chose with your Magic Initiate,
Magic Adept, or Magic Expert feat, you can instead cast that spell one additional time
per day.

MLP45E Chapter 4: Character Options

Light On Your Hooves

38

You really should have come to me sooner. You were carrying so much tension in that
shoulder. Fluttershy
During a short rest, your friends heal 2 additional HP for each Hit Die they spend, and
you automatically remove the stressed condition from them.
Each time you complete a long rest, give each friend present for the rest a Massage
token. They can spend a massage token to re-roll a Strength or Dexterity skill check, ability
check, or saving throw. Any tokens not spent by the next long rest are discarded.

Your strong wings keep you airborne even under the worst duress.
Prerequisite: Flight ability
You never lose your flight ability due to being low in HP (unless unconscious), and your
weight limit is doubled while flying (Pounds equal to 30 times your Strength score rather
than 15).

Pack Rat
You can keep a bewildering array of junk ready to use at any time.
Prerequisite: Hammerspace cartoon physics power
The weight limit of items you can stow is doubled. You can use your action to stow an
item rather than needing to do it during a rest. While you have this feat you cannot drop
hammerspace for a different cartoon physics power.

Pega-Twister
By flying in a tight circle, you can create a powerful vortex of air.
Prerequisite: Weather Mastery feat
You can use your action to create a tornado effect equivalent to the Dust Devil spell
(see chapter 5), centered on you. You are immune to its effects. The DC for creatures to
resist it is equal to 8 + your proficiency bonus + your Strength or Constitution bonus.
You must use your action each round to concentrate on maintaining it or the tornado
dissipates. Each time you do so, you can move up to half your speed and the tornado
moves with you. The maximum number of rounds you can sustain the tornado is equal to
half your Constitution score. When the effect ends (either by you failing to use your action
to concentrate on the tornado or by hitting the maximum duration), you cannot create
another tornado until you complete a short rest.
If you are level 10 or higher, you can instead use the 5th-level spell slot version of Dust
Devil.

Plant Mastery
The forest and plains bend to your will.
Prerequisite: Deerfolk (any), Pony (Earth), or Zebra

Nimble Hooves: You ignore difficult terrain that is due to trees, underbrush, or
other vegetation. You are immune to the Spike Growth spell and always
recognize it for what it is.

Rodeo Champ
You know just the trick to get things to move the way you want them to. Having a red
cape or lasso doesnt hurt.
Prerequisite: Donkey or Pony (Earth)

Square Dance: When an opponent misses you with a melee attack, you have
advantage on your next attack against it. You can also use your reaction to
trade places with it and then move 10 feet, if desired.

Provocar el Toro: When you hit an opponent up to one size larger than you
with a melee attack, you can move it anywhere else adjacent to you.

Junior Scout: Youre darn good at tying knots.

Lasso Proficiency: You are proficient with the lasso, and you can use one to
restrain an opponent. Make a dexterity attack (with proficiency) against the
targets AC. On a hit, an opponent up to one size larger than you must make
a Dexterity save against a DC equal to 8 + your Dexterity bonus + your
proficiency bonus. If it fails the save it is restrained. It can use its action to
attempt a Strength or Dexterity save against the same DC, escaping on a
success.

Salt of the Earth


Your family tree includes a number of earth ponies, and you take after them.
Prerequisite: Pony (any) or Hippogriff
Your Constitution score increases by 1, to a maximum of 20. In addition, choose one
Earth pony subrace (other than your own, if you are already an earth pony). You gain the
abilities listed below. In addition, you are eligible to select Earth pony feats if you are not
already.

Andalusian: Everyones Best Friend, People-Pony

Appaloosa: Country Wisdom, Crafty

Arabian: Fleet of Hoof, Social Caste

Clydesdale: Strong Back, Toughness

Mustang: Born to Run, Fleet of Hoof

Scaly Dragonhide
As you grow older, your scales have grown thick and tough, protecting you like armor.
Prerequisite: Dragon or Kirin
Your armor class is equal to 13 + your Dexterity modifier. If you wear manufactured
armor, your armor class is is equal to what the armor would normally grant, +1.
You also gain the Draconic Bloodline benefit Tough Scales. If you already have that
benefit, the damage reduction improves from 1 point to 2 points.

MLP45E Chapter 4: Character Options

Mighty Flyer

Botany Major: You have advantage on checks to determine the


characteristics or features of plants and fungi, and on checks to raise plants.
Pull the Weeds: You have advantage on attack rolls against plant-like
creatures and objects made of plant fiber or wood, and deal 1d4 extra
damage against them. At 5th level the bonus increases to 2d4. At 10th, 3d4.
At 15th, 4d4, and at 20th, 5d4.

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Massage Therapist

39

Shaggy Hide
The frigid winter doesnt bother you much at all.
Prerequisite: Buffalo, Deerfolk (any), Diamond Dog, Donkey, or Pony (Earth)

You have resistance to cold damage.

You have advantage on saving throws against cold effects and Constitution
saves to avoid exhaustion from cold weather.

You dont suffer any speed reductions due to cold effects.

Shake It Off
A strong will lets you shrug off harmful effects when you really need it.
Prerequisite: Diamond Dog, Dragon, Hippogriff, Minotaur, Pony (Earth), Zebra

Your Constitution or Wisdom score increases by 1, to a maximum of 20.

Heavy Mettle: When you are suffering from an effect, circumstance, or


condition that you can attempt to remove by using your action, you can instead
use a bonus action to do so. If that attempt fails, you can use your action to try
again.

Sign of the Peryton


In certain circumstances, a white-tail deer or reindeer is born to a special destiny. Some
claim it occurs when a fawn is born on the night of a full moon, during an eclipse, or on a
leap day. Some deer with the gift are born with feathered wings, while others sprout them
sometime after reaching adulthood. The Deerfolk call these special individuals perytons.
They often become leaders of deer herds.
Prerequisite: Deerfolk (White-Tail or Reindeer)
You gain the Flight, Cloud-Walking, Glide, and Sky Hauler traits of a pennate Pegasus
pony.

Sophisticated Socialite
Youre the type of pony everypony should know.

Your Intelligence, Wisdom, or Charisma score increases by 1, to a max of 20.

You gain proficiency in any 2 Intelligence, Wisdom, or Charisma skills or


languages of your choice.
You can take this feat multiple times.

Spellbound Marksmanship
Youve learned how to imbue your magic into ammunition.
Prerequisite: Able to cast 1st-level spells, proficiency with a ranged weapon.
As an action, you can imbue a spell of 1st-level or higher into an arrow, blowgun
needle, sling bullet, or crossbow bolt you are holding. You cast the spell as normal, but
the spell effect does not occur until after the missile is used in an attack. You can only
imbue a spell that affects one creature or a spell that has an area such as a sphere,
cloud, or cylinder. The missile holds the spell effect until the end of your next long rest
or until it is used in an attack that hits.
If the spell targets a single creature, the next time the imbued missile hits a
creature with an attack, the attack deals damage as normal, and then you resolve the
spells effect against the target.
If the spell targets an area, the creature does not need to be hit for the spell to take
effect. Instead, you resolve the spells effect from the space or creature you targeted. If
the missile hits a creature, damage is dealt as normal.
The spell vanishes from the missile when the spell effect is resolved or when the
missile is destroyed. If anyone but you fires the missile, the spell does not activate. If the
imbued spell has a duration that requires concentration, you must concentrate on it as
normal.

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You cant stand to see harm come to your friends, and would gladly put yourself in the line
of fire to prevent it.
You have three Loyalty points which are recovered after completing a long rest. You
can spend Loyalty points to perform the following actions:

Body Shield: When a friend within 10 feet takes damage from an attack or
spell, you can use your reaction to spend a Loyalty point. You move adjacent to
that friend and take the damage (and any other effects) instead of them.

Persevere: When an effect would incapacitate you, you can spend a Loyalty
point to gain advantage on any save or check needed to resist or remove it.

Stay on Your Hooves: When you take damage that would reduce you to 0 HP or
fewer, you can use your reaction to spend a Loyalty point and reduce the
damage by half.

Sweet-Talker
Youve got a keen sense of when someone might be attracted to you, either romantically
or as a potential BFF.
Prerequisite: Charisma 13+
Your Charisma score increases by 1, to a maximum of 20. You have advantage on
Charisma ability checks, and Deception, Insight, and Persuasion checks made against
someone who might be susceptible to your wiles. Its up to the GM to determine for
each NPC whether they are affected. Alternately, the GM can allow you to roll on the
table below. Note that if the subject later feels theyve been used, you might make an
enemy.
d10 Result
1 Rejection: You now have disadvantage on all these rolls instead of advantage.
2-5 Neutral: Your charms dont get you anywhere.
6-9 Receptive: The subject wants to be friends; you gain the benefits of the feat.
10 Smitten: As above, plus the subject is infatuated with you and wants to be
your special somepony.

Tame the Storm


Youve learned to harness your innate magic to reflect lightning and infuse your touch
with static electricity.

MLP45E Chapter 4: Character Options

Selfless Protector

40

Youve got opportunity in this very community.


Prerequisite: Your race is capable of using arcane magic.

You learn the Apprentices Telekinesis cantrip, or a different mage cantrip if


you already know it.

You gain proficiency in the Deception skill or in thieves tools.

Magic Trick: You can make Dexterity checks to disarm traps and open locks
and Sleight of Hand checks on targets up to 10 feet away from you.

Disappearing Act: You can attempt to hide even when you are obscured only
by a creature that is one size larger than you.

Telekinesis Mastery

True of Heart

You have studied the magic of levitation extensively.


Prerequisite: Able to cast the MLP45E version of the Telekinesis spell
You can use the 3rd-level MLP45E version of the Telekinesis spell as a cantrip. If you
use a spell slot to cast it, you gain the effects of a spell slot three levels higher than normal.
For example, if you use a 4th-level or higher slot, you gain the effects that a character
without this feat would receive for using a 7th-level or higher slot.

Your noble spirit protects you from the ravages of dark magic and aligns you with the
purity of the light.
Prerequisite: Charisma 13+

Preserving Light: When you take necrotic or radiant damage, reduce the
amount by your Constitution bonus or 2 (whichever is higher).

Shine On: Whenever an effect would reduce your maximum HP, the amount
it is reduced is halved.

Divine Favor: You can choose to add 1d4 to a saving throw. When you do so,
you cant use this ability again until you complete a short rest.

Throw Your Weight Around


Your towering height and chiseled physique lets you perform some impressive feats of
strength.
Prerequisite: Minotaur, Strength 13+

You. Here. Now: As a bonus action, you can move any medium or smaller
creature within 10 feet of you to any other place within 10 feet of you. If the
creature resists, contest your Strength (with advantage) against their Strength or
Dexterity (their choice). If they win, they stay put.

You Get The Horns: When you hit with show them that you rock, you can move
the target 10 feet.

Home Remodeling Expert: Your physical attacks against inanimate objects deal
extra damage equal to your weapons damage die.

Tree Whisperer
Ya know shes not a tree, right? Shes not a tree, Dashie! Id like to be a tree.
Twilight Sparkle, Pinkie Pie, Fluttershy
Prerequisite: Pony (Earth) or Deer (any), Proficient in Nature skill

Your Wisdom score increases by 1, to a maximum of 20.

You gain proficiency in the Nature skill.

Expert Gardener: You have advantage on any ability or skill check made
involving trees or other plants.

Im Not Crazy, I Just Talk to Plants: Once per day, you can use an effect similar
to the Speak with Animals spell to speak with trees and other plants.

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Trickster Nonpareil

Un-Common Sense
Sometimes you wonder how others make it through life not realizing the things that are
obvious to you.

Your Wisdom score increases by 1, to a maximum of 20.

You gain proficiency in any 3 Wisdom skills of your choice.


You can take this feat multiple times.

Virtuoso
Actually I can play the lyre, harp, psaltery, harpsichord, piano, guitar, violin, banjo,
mandolin, hammer dulcimer, and hurdy-gurdy, but my favorite instrument is the lute.
Lyra Heartstrings

Your Charisma score increases by 1, to a maximum of 20.

Multifaceted: You gain proficiency in the Perform skill and a number of musical
instruments equal to your Intelligence score.

Dramatic Performance: You can use your Performance to create an effect


equivalent to the Cause Fear or Charm Person spell. The DC is equal to 8 + your
Charisma bonus + your proficiency bonus. When you use this ability, you cant use it
again until you complete a short or long rest.

Volunteer Militia
The royal guard and Wonderbolts cant be everywhere at once. Many towns and villages
have their own volunteer militia ready to assemble when a threat appears.

MLP45E Chapter 4: Character Options

Prerequisite: Weather Mastery feat

Improved Weather Resistance: When you take cold, lightning, or thunder


damage, reduce the amount by your Constitution bonus +5. This replaces the
reduction from Weather Mastery.

Static Shock: You learn the Shocking Grasp cantrip. The save DC is 8 + your
proficiency bonus + your ability modifier of choice. Its typically delivered by
bucking with your rear hooves.

Buck Lightning: When you take lightning damage from a ranged or area attack,
you can use your reaction to buck the lightning, redirecting it against a target of
your choice within 25 feet, and you take no damage. The spell affects its other
targets normally.

41

Your Constitution score increases by 1 (to a maximum of 20).


You gain proficiency with all martial weapons and light armor.

War Paint
Your tribes traditions include application of war paint prior to battle, boosting your resolve
and will to fight.
Prerequisite: Buffalo, Deerfolk (any), Pony (Earth or Pegasus), or Zebra

You gain proficiency in the Intimidation skill.

Prepare For Battle: At the end of a short or long rest you can apply war paint to
yourself and any of your friends. Each participating character spends one Hit Die
and receives temporary hit points equal to the die roll result or your Charisma
bonus (whichever is higher).

Battle Frenzy: Once per day you can use a bonus action to enter a battle frenzy.
For the next five rounds you gain temporary hit points equal to your Constitution
bonus at the start of your turn, and you cannot be frightened or terrified.

Fire, Fog Cloud, Goodberry, Gust of Wind, Healing Word, Purify Food and Drink,
or Speak with Animals.
Not-So-Evil Brew: During a rest you can spend one of your Ancestral Guidance
dice to create a magic brew at no material cost as long as you have access to a
spell component pouch or an outdoor location or natural subterranean cave
where you can gather ingredients. You can create acid, alchemists fire,
antitoxin, holy water, or a potion of healing. The item loses its power if it is not
used within 12 hours.
I Suppose You Could Call it a Curse: In addition to their other uses, you can
use your reaction to assign one of your Ancestral Guidance dice to an
opponents d20 roll if theyre no more than 2 levels higher than you.

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Weather Mastery

Well-Read
Im not an egghead, Im well-read! Twilight Sparkle

Your Intelligence score increases by 1, to a maximum of 20.

You gain proficiency in the History skill or in any two tools or languages.

Applied Knowledge: Three times per day you can add your proficiency bonus
when you use a skill or tool in which you are not proficient, or when attempting
an ability check to which no skill or tool applies.

Witch Doctor
Everywhere you look, you see the spirits guiding you onward. You converse with them as
easily as you would with the living.
Prerequisite: Zebra

Spirit World Communion: Your number of Ancestral Guidance dice increases


from 3 per day to 5.

Channel the Spirits: Once per day, you can spend one of your Ancestral Guidance
dice to cast one of the following spells as a first-level spell: Animal Friendship,
Create Water, Cure Wounds, Detect Magic, Detect Poison and Disease, Faerie

MLP45E Chapter 4: Character Options

Youve learned a number of tricks to help you in your duties as a weather manager.
Prerequisite: Pony (Pegasus), Griffon, or Hippogriff.

Weather-Resistant: When you take cold, lightning, or thunder damage, reduce


the amount by your Constitution bonus or 2 (whichever is higher).

Cold Shmold: You have advantage on saving throws against cold effects and
Constitution saves to avoid exhaustion from cold weather.

Windy Wings: You can use your action to create an effect equivalent to the
Gust of Wind spell. Its save DC is equal to 8 + your Strength or Constitution
bonus + your proficiency bonus.

42

Agile: Increase your Dexterity by 1, to a maximum of 20.


Born Leader: As a bonus action, you can grant +1 to a friends d20 roll, which must
be used on their next turn.
Charming: Increase your Charisma by 1, to a maximum of 20.
Cheerful: You can use your action to grant yourself and your friends within 30 feet
temporary HP equal to your Charisma bonus plus your level. Once used, you
cannot use this ability again until you complete a long rest.
Hale: Increase your Constitution by 1, to a maximum of 20.
Healing Touch: You can use your action to touch an adjacent creature, healing them
HP equal to 2 times your level. Once used, you cannot use this ability again until you
complete a long rest.
Iron Chef: You gain proficiency in Cooks Utensils. When you cook a meal during a
short rest, you and each friend regains 1 additional HP for each Hit Die they spend.
Jokester: You can use the Tashas Hideous Laughter spell. Use Intelligence, Wisdom,
or Charisma as your spellcasting ability. Once used, you cannot use this ability again
until you complete a long rest.
st
Lullaby: You can use the Sleep spell as a 1 -level spell by singing a lullaby. Cast as if
you had used a spell slot of 1/3 your level (minimum 1). Use Intelligence, Wisdom, or
Charisma as your spellcasting ability. Range is limited to 40 feet. Once used, you
cannot use this ability again until you complete a long rest.
Mighty Stomp: You can use the Thunderwave spell by rearing up and stomping your
hooves into the ground. Use Strength or Constitution as your spellcasting ability.
Once used, you cannot use this ability again until you complete a long rest.
Mischievous: You can use your action to taunt an opponent, equivalent to the
Compelled Duel spell. Use Intelligence, Wisdom, or Charisma as your spellcasting
ability. Once used, you cannot use this ability again until you complete a long rest.
Mystical: When you use a class feature that lets you recover spell slots during a
short rest, you recover one additional spell level.
Naturalist: You can use the Animal Friendship spell. Use Intelligence, Wisdom, or
Charisma as your spellcasting ability. Once used, you cannot use this ability again
until you complete a long rest.
Pacifist: You can use the Sanctuary spell on yourself. Use Intelligence, Wisdom, or
Charisma as your spellcasting ability. Once used, you cannot use this ability again
until you complete a long rest.
Selfless Healing: Each time you take a long rest, you regain one extra Hit Die, up to
your normal maximum number. During any rest, you can use any number of your

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If your character is a member of a race which has a cutie mark, you can select any one
of these talents instead of the default cutie mark ability. Many of them are magical in
nature, similar to the abilities some of the mane 6 have (Fluttershys ability to speak with
animals, Rainbow Dashs super speed, Twilights magical aptitude). Abilities that are only
usable once per day recharge when you take a long rest.

MLP45E Chapter 4: Character Options

Alternate Cutie Mark Talents

own Hit Dice to heal your friends. If you roll a 1 or a 2 on any of your Hit Dice that
are used to heal your friends, re-roll that die.
Sensible: Increase your Wisdom by 1, to a maximum of 20.
Skillful: Gain proficiency in two skills, tools, or languages of your choice.
Smart: Increase your Intelligence by 1, to a maximum of 20.
Speedy: Increase your walk and fly (if applicable) speed by 5, and you receive a +2
bonus to Initiative.
Sprinter: When you use the Dash action, you move 50% faster than normal.
When you use the Disengage action, you can also move half your speed.
Strong: Increase your Strength by 1, to a maximum of 20.
Supernaturally Sensitive: You can use your action to manifest an ability
equivalent to either Detect Evil and Good, or Detect Magic. Once used, you
cannot use this ability again until you complete a long rest.
Thick Hide: Your hide is thick enough that you have a base armor class of 12
instead of 10. You gain no benefit from wearing armor unless it provides a base
armor class of 13 or higher.
Tough as Nails: When you spend your Hit Dice to heal, re-roll any dice that are
below average.
Workhorse: Your speed is not reduced by wearing heavy armor in which you are
proficient, and your carrying capacity, and lift, push, and pull limits are increased
by 50%..

43

Common Languages
Bovine (verbal, written, Bison script): The buffalo and cows speak this language,
which is intentionally slow-paced. Most younger members of these races also speak
Equestrian.
Canine (verbal, written, Jotun runes): The language of the diamond dogs is harsh and
guttural, with lots of barks, growls, and whimpers. Its written form is very simplistic. It is
theorized to be a radical evolution of Jotun.
Cervine: (verbal, written, Sylvan script): The ancient language of the deerfolk has
changed little in the last 2,000 years. Like Old Equestrian, it is descended from Sylvan.
Draconic (verbal, written, Draconic script): The elder language of dragons was the
source of many of the words for the concepts of arcane magic borrowed by the original
speakers of Sylvan, and its child languages Cervine and Old Equestrian. Like Sylvan,
Draconic dates back thousands of years into pre-history.
Equestrian (verbal, written, Equestrian script): The native language of ponies has
become the common tongue of Equestria, and is spoken by most intelligent creatures.
There are many different regional variations with their own accents, but they are not
severe enough to hinder communication between speakers.
Equestrian Sign Language (visual): This language was created to assist the deaf. It
consists of numerous body, hoof, tail, and facial gestures used to convey entire words and
letters and is based on Equestrian Common. Due to the limits of hoof dexterity, generally
only simple ideas can be conveyed, but individual letters of complex words can be tapped
out on the ground with hooves, though it is a bit more time-consuming.
French (verbal, written, Equestrian script): Sacr bleu! Spoken by some of the pony
natives of Vanhoover and the distant kingdom of France. Also known as Fancy. It
developed from Old Equestrian in parallel with modern Equestrian and Griff.
Griff (verbal, written, Equestrian script): The native language of griffons sprung from
Old Equestrian in the distant past. Speakers of Griff can communicate simple ideas with
speakers of Equestrian, but anything more complicated would require an interpreter. Many
griffons and hippogriffs living in Equestria learn Equestrian in school and pick up Griff from
their family members. Most younger ponies know a few words of Griff, as well.
Horse Code: Used by telegraph operators to convey messages over wire using magical
telegraph keys. A proficient operator can send about 20 words per minute. It can also be
transmitted using a variety of other media, such as by tapping on an object to make noise,
or using a lantern or flashlight.

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In the show, everyone speaks the same language. To make things more interesting,
MLP45Es language list looks more like the traditional D&D language list.
At minimum, your character knows the languages provided by your race, class, and
background. You also know a number of additional bonus languages equal to your starting
Intelligence bonus. These bonus languages are normally chosen from the Standard
Languages list, but the GM may allow you to select certain exotic languages if they fit your
characters backstory.

Exotic Languages
Arabic (verbal, written, Arabic script): Spoken by the Arabians of Saddle Arabia,
completely different from Equestrian.
Changeling Pheromones (olfactory): Changelings can alter their scent to convey
different emotions or concepts. Only other changelings and diamond dogs have noses
sensitive enough to understand this language.
Deep Speech (verbal, written, Deep Speech script): This bizarre, alien language is
spoken by otherworldly monsters that live underground, and is extremely difficult to find
even an opportunity to learn it.
Druidic (verbal, written): The secret language of druids is known by all druids,
regardless of species. They refuse to teach it to non-druids.
Smoke Signs (visual): By building a campfire, buffalo can communicate simple ideas
to others who recognize the signs from miles away. They vary the color of the smoke by
tossing different powders into the fire, each color signaling a different emotion. All
buffalo are taught this language from a young age.
Tail Signs (visual): Deerfolk rangers and druids developed their own simple sign
language that involves tilting their tails and ears. They can silently communicate basic
ideas to anyone within sight range who knows the language. Anyone can learn to read it,
but races without external ears such as griffons, hippogriffs, and dragons cant
effectively send messages using it.
Thieves Cant (verbal, written): This secret code language allows those of less
savory reputations to hide messages in what seems like innocent conversation. In
addition, it includes a set of secret symbols used to convey short messages. Its only
taught to those deemed trustworthy enough to learn it.
Zebraharan (verbal, written, Zebraharan script): The zebras have their own
musical, rhyming language which is difficult for non-natives to learn. Would-be speakers
need to spend a few months with a native speaker to do so.

MLP45E Chapter 4: Character Options

Languages of Equestria

Jotun (verbal, written, Jotun runes): The language of ogres, giants, trolls, and other
similar creatures.
Old Equestrian (verbal, written, Equestrian script): An archaic form of Equestrian,
spoken by some older dragons and frequently used in religious and historical texts and
some modern academic publications. There are no large populations still speaking this
language exclusively, as it predates even the Crystal Empires heyday. Like Cervine and
Griff, it is a child language of Sylvan. Someone who speaks Griff, Sylvan or Equestrian can
understand about 50% of something written or spoken in Old Equestrian.
Sylvan (verbal, written, Sylvan script): The language of fey folk such as breezies,
dryads, and other creatures of the faerie world, Sylvan is the parent language of both
Cervine and Old Equestrian. Like Draconic, Sylvan dates back thousands of years.
Undercommon (verbal, written, Jotun script): This language is the common trade
tongue of those races who live underground, similar to Equestrians use above ground.
Most minotaurs, diamond dogs, and changelings who deal with other races learn it
eventually.

44

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The rules dedicate a lot of space to determine what your character is good at, but
what about those neutral or negative traits? Consider giving your character one or more of
these quirks. Some are just interesting flavor, others are personality flaws. They have no
mechanical benefit or hindrance, but they do make your character more interesting and
memorable. They also give you a default behavior or talking point to fall back on, and
possibly one or more goals to achieve.
More serious disabilities like blindness, deafness, partial paralysis, missing limbs, and
the like, while certainly possible, make it harder to be an adventurer. Unlike the hooks
below, they would need to impart some sort of mechanical effect to have any meaning. If
you wish to play a character with such a disability, work with the GM to determine its game
effects, and how your character is stronger in other areas to compensate for it. Its also
certainly possible, in a world of magic and technology, to have working artificial limbs like
Edward Elric, Lan Fan, Luke Skywalker, or Jet Black. See the Artificial Limb quirk.
One thing to remember when you start using your character quirks is not to be
obnoxious about them. Its great to occasionally bring one up, especially when the scene
calls for it, but continually mentioning your quirks in every situation or conversation will get
old fast for the other players.
Adventurous: Youll try anything once. You live by the motto That which does not kill
me makes me stronger. You want to go out and experience everything you can, even if it
does eventually kill you. And when it does, hopefully at least the bards will write a good
song about it.
Albino: Albinism has rendered all your hair white, and your skin a bright pink that
burns easily, forcing you to dress in dark clothing. Most folks wont give it a second thought
after they meet you, but some primitives might treat you like a god or a demon.
Artificial Limb: Due to some unfortunate circumstances, you lost a limb. You have
managed to acquire a replacement made from metal and wood, powered by magic. See the
GM for approval before taking this quirk.
Bad Breath: You need to see a dentist more often. You probably dont even own a
toothbrush, do you?
Bad Hygiene: You need to take a bath more often.
Bad Eyesight: So youve got glasses. Maybe youre completely blind without them, or
maybe things look a little fuzzy. Protip: always keep a backup pair stashed in your
hammerspace.
Bald: Maybe you lost it in an accident, maybe its genetic, maybe youve got
Clydesdale fur blight, or maybe you had the Equestrian equivalent of chemotherapy. Its
nothing to be ashamed of, but you may not see it that way.
Bigoted: You and your kin are all that matters to you, and everyone else is
unimportant, as far as youre concerned. Maybe you are disgusted by lowly farm folk.
Maybe you cant stand those prissy city folks. Maybe you think mules are ugly, or that all
dragons are dangerous, greedy monsters, or that griffons ought to move back to their own
kingdom. It makes for a great story when someone youre bigoted against turns around and
helps you out, so this is a good flaw to work on improving through adventuring.

MLP45E Chapter 4: Character Options

Character Quirks

Catch Phrase: Youve got that old expression you like to use, and everyones heard
it. Maybe youll get bored of it eventually, maybe not.
Cocky: When others ask you to be careful, you roll your eyes, having total faith in
your competence. You may be reckless, at times even to the point of putting your
friends in harms way. If you do get bested or shown to be wrong, you might become
sullen or even angry.
Competitive: You turn everything into a game or contest. Sometimes this can be
fun for your friends, other times its exasperating to them, even if you dont see the
problem yourself.
Control Freak: You have a strong need to be aware of every possible variable in the
situation at hand, so you can take them into account when you formulate your plan of
action. If something unexpected comes up, everything falls apart and youre at a loss for
how to handle it. You might brush off the advice of others, putting full faith in your own
vision of reality.
Corruptible: You have a thing for bad behavior. Maybe youre a petty thief, a
pickpocket, or you might look the other way when someone needs help (unless they can
pay for it). If youre in a position of power, you might take bribes or kickbacks to ensure
your cooperation or compliance.
Cowardly: You try to keep to the shadows, wanting no part of the limelight. In
combat, you might let others do the fighting if you can get away with it. Being put on the
spot is terrifying and you might start to panic. You might even lack confidence in your
own abilities. You tend to let others think for you, and just go along with what everyone
else is doing.
Excitable: You tend to get a bit dramatic over the smallest things sometimes. If
Equestrian isnt your native language, you might drift into that language when riled up,
confusing or amusing people around you.
Famous Relative: So maybe your sibling, cousin, parent, or grandparent is a famous
music star, politician, soldier, business person, or explorer. Youd just like to make a
name for yourself, and get out from under their shadow.
Funny Voice: Maybe your voice is extra high, or extra low, or grates on the ear.
Maybe your voice is normal but you cant carry a tune in a bucket. Good or bad, it sure
makes people remember you.
Glutton: You consume in excess. This may not be about food, either. Maybe you
splurge on exotic spa treatments, the latest fashions, or expensive jewelry. Perhaps you
like to get blind drunk a few nights a week. While others might gasp at your
extravagance, many of them are secretly jealous or disgusted by your behavior.
Ignorant: You may lack knowledge, but you dont let that stop you when it comes to
making a decision or making your opinion known. On the other hand, you might keep
such thoughts to yourself, as you know some of your ideas would likely be pretty
unpopular. This manifests as a low Intelligence score.
Illiterate: For whatever reason, you never had the chance to learn to read and
write. Or you did have the chance and squandered it. You try to hide it as best you can
but eventually people find out.
Impatient: Time is precious, especially your time. You have little desire to wait
around for someone whos taking their time, and may become annoyed or even upset if
someone isnt moving as quickly as you think they should be. This may lead you to take
action on your own when you think youre not getting anywhere with negotiation.

45

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Phobia: Whether its heights, enclosed spaces, crowds, open spaces, spiders,
bunnies, or something else, you have an irrational fear of it. When confronted by it you
start to sweat at best, or run screaming in terror at worst.
Procrastinator: Why do now what you can put off for another day when theres
important napping to be done? Sure, you were going to buy more healing potions, but
eventually forgot about it.
Quiet: Why use a dozen words when one will suffice? Some might think you lack
intelligence, but you just dont see the point of wasting time gabbing.
Rude: This is the definition of having a low Charisma score. Although you may treat
your friends well enough, you tend to be disrespectful to strangers. You probably dont
even realize it, however, and blame any poor treatment you receive on others.
Sarcastic: Maybe youre a decent person, but you tend to be jaded and pessimistic,
which can manifest as frequent use of sarcasm. You might not think anything of it, but
others might be turned off by it.
Scars: You have numerous scars from past fights, or perhaps ritual scarring from
your primitive tribe. Regardless of how it happened, some folks will find they make you
more interesting, while others might be turned off.
Scatterbrained: You have a hard time concentrating on the task at hand, and get
distracted easily (especially by butterflies and balloons). This can be frustrating for your
friends when they leave you in charge of guard duty and return to find you playing tictac-toe with your imaginary friend.
Speaks in Third Person: You always refer to yourself by your name, and never use
the personal pronouns I or me. In extreme cases, you might even use grandiose
adjectives to describe yourself.
Stubborn: You hate change. You wish that things could always stay the same. New
things frighten and confuse you, though youd never admit it. This may manifest as a
dislike of strangers, a refusal to change plans, or ignoring the advice of others.
Suspicious: Youve been burned before, and you have a hard time trusting others
since it hurt so much the last time you did. You probably have a hard time making
friends, and youre always on guard in case one of those so-called friends eventually
betrays you.
Unjust Reputation: Perhaps youre a member of a family known to be cruel or
miserly. Maybe your sibling or parent is in jail for awful crimes. Or you were acquitted
for a crime (whether guilty or innocent). Whatever the situation, folks treat you poorly
and youve got to prove that youre not who everyone thinks you are.
Vain: You like to make sure youre the center of attention. The things youre doing
are obviously more interesting than what anyone else has to say, so you would rather
spend time talking about your interests, how your day went, and what you would like to
do than listen to someone else. If somebody steals your thunder, you may become
jealous or even angry.
Windbag: When you get started talking on a subject, it can be hard to get you to
stop. Others might think you just like hearing the sound of your own voice, but you just
have a hard time telling when others are starting to get bored.
Vulgar: Youre rude, crude, and make no apologies. In some places this may be seen
as a virtue, but most normal folks, while they may treat you with courtesy and respect,
think poorly of your behavior.

MLP45E Chapter 4: Character Options

Indecisive: You have a hard time making a decision on your own, so youre constantly
asking others their opinion.
Irreverent: You dont really know when to turn off the fun and put on your serious
face. This could be a real problem when the police notice you milling around suspiciously at
night, or when the princess introduces you to the ambassador to Griffonia.
Kitchen Nightmare: Somehow you could manage to ruin a plain lettuce salad. Your
friends know better than to trust you with KP duty.
Klutz: You tend to run into walls, fences, other people. You trip over your own hooves,
or tail. This is usually more entertaining when youre carrying a cake or a stack of dinner
plates around.
Limp: An old wound or other physical problem gives you noticeable limp. You could
simulate this by reducing your speed by 5 feet or never using the hustle action. Most
people will be respectful or even offer to help you along. Perhaps you accept their help
graciously, or perhaps you angrily brush them off?
Lazy Eye: You cant really help it but sometimes one of your eyes just likes to wander
in the wrong direction. A few blinks usually gets it back in line, but its enough to catch
people off-guard.
Loose Cannon: You are blunt. You tend to act or speak before thinking. Maybe you
impulsively push the big red button. Maybe you blurt out your disgust at your meal right in
front of the friend who just did their best to prepare it. Once youre committed, youre allin, so it might take your friends a lot of effort to get you to back down.
Moody: Your mood might change from day to day or even hour by hour. There may
not even be a good reason for it.
Naive: Maybe you grew up living a sheltered life, or youre just too trusting of people.
You have a hard time determining when someones trying to take advantage of you. This
would manifest as a low Wisdom score.
Neat Freak: You cant stand the thought of getting dirty, or being disorganized.
Celestia forbid that it actually happens.
Oblivious: Sometimes you just dont get it. You have a hard time telling when
someone needs a heart-to-heart and when they just want to be left alone. Maybe youre a
prankster who takes things too far and, even though you may not intend to hurt someones
feelings, it happens regardless.
Obsessive: Perhaps you collect small human figurines. Maybe you try to convert
everyone you meet to the Church of Universal Discordianism. Maybe you really, really,
really love grape jelly. Regardless, normal people might find you a little odd, though theyre
probably not actively hostile to you.
One Eye: Maybe you wear an eye patch or glass eye, or maybe you just walk around
with a scarred-over eye socket. Regardless of how it happened, it might make some people
nervous or uncomfortable. You could simulate this in-game with a low Dexterity (lack of
depth perception) or Charisma (turns others off). Of course in some circles, such a disability
might be seen as a sign of bravery and strength.
Overweight: You have an eating problem (or maybe its glandular?). Although you
dont have any in-game effects, this could be represented by low Dexterity and
Constitution scores. You get tired faster, dont have as many hit points, and are clumsy. You
could simulate this by never taking the hustle action, as well.

46

Twilight Sparkle by Yakovlev-Vad

47

MLP45E Chapter 5: Magic

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Bard Spells
Cantrips: Apprentices Telekinesis, Eldritch Blast
Level 1 Spells: Apprentices Teleport, Cause Fear, Dowsing, Telekinesis, Water Walk
Level 2 Spells: Cloud Walk, Come to Life, Storm Cloud
Level 3 Spells: Share Memories

Cleric Spells
Level 1 Spells: Cause Fear, Dowsing, Water Walk
Level 2 Spells: Cloud Walk
Level 3 Spells: Share Memories
Level 4 Spells: Air Walk
Level 6 Spells: Globe Trotter

Druid Spells
Level 1 Spells: Chameleon Cloak, Dowsing, Water Walk
Level 2 Spells: Cloud Walk, Dust Devil, Storm Cloud
Level 3 Spells: Growth Spurt, Lesser Passwall
Level 4 Spells: Gossamer Wings

Paladin Spells
Level 3 Spells: Share Memories

Ranger Spells
Level 1 Spells: Chameleon Cloak, Dowsing, Water Walk
Level 2 Spells: Cloud Walk, Dust Devil, Storm Cloud
Level 3 Spells: Growth Spurt

Wizard Spells
Cantrips: Apprentices Telekinesis, Eldritch Blast, Mending
Level 1 Spells: Apprentices Conjuration, Apprentices Teleport, Cause Fear,
Chameleon Cloak, Dowsing, Instant Makeover, Telekinesis, Water Walk
Level 2 Spells: Cloud Walk, Come to Life, Dust Devil, Storm Cloud
Level 3 Spells: Down Is Up, Growth Spurt, Lesser Passwall, Share Memories
Level 4 Spells: Air Walk, Gossamer Wings, Reverse Gravity, Wondrous Transformation
Level 6 Spells: Globe Trotter

Air Walk*
Creatures on which this spell is cast can gallop through the air as effortlessly as a
pegasus flies.
th
4 -level transmutation
Casting Time: 1 action
Rane: Touch
Duration: Concentration, up to 1 hour
Choose a willing creature within range. Until the spell ends, the target can tread on
air as if walking on solid ground at double its walking speed. The target can move
upward or downward at a 45 degree angle at half its speed. Treat strong winds (twenty
miles per hour or more) as difficult terrain.
If the spell ends while the target is airborne, it falls if this spell is the only thing
keeping it aloft.
th
At Higher Levels: When you cast this spell using a slot of 5 level or higher, you can
th
add one target for each level above 4 .
th
*Adapted from 5 edition playtest rules

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Add the following spells to the D&D Next playtest spell list.

New Spell Descriptions

Apprentices Conjuration
You conjure a simple object out of thin air.
1st-level conjuration
Casting Time: 1 action
Range: 50 feet
Duration: 1 hour
You conjure a non-magical item worth up to 1 gb. The item is generic (a torch or a
hat, for instance), not a specific item (the key to a particular chest). The item disappears
after 1 hour. Because the item looks too perfect in appearance, those viewing the
object can notice its conjured by succeeding on a DC 12 Arcana or Perception check.
At Higher Levels: When you use a spell slot of 2nd-level or higher to cast this spell,
the items value can be up to 10 gb and the duration increases to 4 hours. 4th-level: 50
gb, 12 hours. 5th-level: 100 gb, 24 hours.

Apprentices Telekinesis
You can lift objects and even other creatures into the air and move them around.
This simple version of Telekinesis is one of the first spells most unicorns learn, although
advanced versions are more difficult to master. Sweeping with brooms, pulling aside
curtains, gathering up scattered books, and opening or closing doors and windows are
typical uses of this spell.
Transmutation cantrip
Note: This spell supersedes the Mage Hand cantrip found in the D&D 5e Player's
Handbook, in an attempt to mimic MLP's unicorn levitation magic as closely as possible.
Any creature with Mage Hand should instead use this cantrip.
Casting Time: 1 action

MLP45E Chapter 5: Magic

New Spells By Class

48

Apprentices Teleport
You disappear and reappear a short distance away. Twilight Sparkle is a master of this
st
difficult spell, having used the wizard class feature Spell Mastery to let her use its 1 -level
nd
and 2 -level versions without using a spell slot.
1st-level conjuration
Note: This spell supersedes the Dimension Door spell found in the D&D 5e Player's
Handbook, in an attempt to mimic MLP's unicorn teleportation magic as closely as possible.
Any creature with Dimension Door should instead use this spell.
Casting Time: 1 action
Range: 30 feet
Duration: Instantaneous
You teleport yourself or an unattended object from your current location to any other
spot within range that you can see. You can bring along objects as long as their weight
doesnt exceed your carry limit. If you are prone and you use this spell on yourself, you can
choose to appear at your destination standing.
At Higher Levels:
2nd-level or higher slot: Range increases to 50 feet, and you can bring along one
adjacent willing creature of your size or smaller. You can also attempt to teleport an
unwilling creature within range up to 50 feet. The target gets a Wisdom saving throw with
advantage to avoid being teleported.
3rd-level or higher slot: Range increases to 200 feet, and you can bring along a
creature up to one size larger than you. Unwilling creatures still can only be teleported 50
feet. You can bring along a second willing creature, but you take 3d6 psychic damage which
cannot be reduced in any way.
4th-level or higher slot: Treat as the D&D Next Dimension Door spell, with these
additions: You can teleport unwilling creatures as above, or you can bring along additional
willing creatures. Each additional creature beyond the first causes you to take 3d6 psychic
damage which cannot be reduced in any way.

You implant a seed of terror within the mind of your target.


st
1 -level enchantment
Casting Time: 1 action
Range: 30 feet
Duration: 1 minute
The target must make a Wisdom saving throw or become frightened. While
frightened, the target can attempt another saving throw at the end of each of its turns
to remove the frightened condition and end the spell.
th
*Adapted from 5 edition playtest rules

Chameleon Cloak

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Cause Fear*

Your body and equipment change color to blend in with your surroundings.
1st-level illusion
Casting Time: 1 action
Range: Touch
Duration: 1 Hour
Touch a willing creature. The creatures body and clothing take on the coloration of
their surroundings, aiding in their attempts to hide. The creature receives a +5 bonus to
Dexterity (Stealth) checks, and does not need cover or concealment to hide.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,
you can affect up to 5 targets and the Dexterity (Stealth) bonus increases to +7. If you
use a 5th level or higher spell slot, you can affect up to 10 targets and the Dexterity
(Stealth) bonus increases to +10.

Cloud Walk
This spell lets unicorns, earth ponies, and other ground-dwellers to walk on clouds
like pegasi and other flying creatures.. Twilight Sparkle used this spell to enable herself
and her friends to attend the Best Young Flyers competition in Cloudsdale in the episode
Sonic Rainboom to cheer for Rainbow Dash.
2nd-level transmutation (Ritual)
Casting Time: 1 action
Range: Self
Duration: Concentration (up to 1 hour)
Until the spell ends, you gain the cloudwalking ability of pegasi: you can move
across clouds as if they were solid ground. If you are inside a cloud when you cast this
spell it carries you to the top at a rate of 10 feet per second (60 feet per round).
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, it
lasts the full duration of 1 hour without concentration and you can affect up to 10 willing
creatures within 25 feet of you.
Optional Material Component: If you spend magic dust worth 25 bits for each
creature affected, the duration increases to 24 hours.

MLP45E Chapter 5: Magic

Range: 25 feet
Duration: Concentration
You can telekinetically lift and manipulate unattended objects within a 10-foot sphere
with a combined weight of 10 pounds or less, or push/pull an object with the equivalent of
10 pounds of force. Each round on your turn you can choose to either continue
manipulating the same object(s) or switch to different object(s) within range as a part of
your action. Objects you are lifting automatically move along with you relative to your
position unless you use your action to reposition them (move closer or further away). You
do not have fine motor control over the objects.
While concentrating on this spell you can use your action to perform the following:

Lift a tiny-sized creature if you succeed on a contest of your magic ability


against the targets Strength.

Snatch away a worn or held object if you succeed on a contest of your magic
ability (with disadvantage) against the targets Strength.

Hurl an object up to 50 feet away (but lacking sufficient force to deal


damage with it).

49

Berserk Objects: Roll 1d8


1: Attack nearest creature
2-3: Stand idle in place
4-6: Move in a random direction
7-8: Move and Dash in random directions

Down is Up
Twilight used this handy spell to let herself and Spike quickly ascend to the top of the
Crystal Empires palace spire in The Crystal Empire.
3rd-level transmutation

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Trixie and Twilight Sparkle are both familiar with this spell, which causes an object to
animate, moving around on command. Use this spell with care or you can lose control of it.
Trixie lassoed Applejack with her own rope in Boast Busters, and Twilight bit off a bit more
than she could chew animating one of Ponyvilles snow plows in Winter Wrap Up.
2nd-level transmutation
Note: This spell performs a similar function to the Animate Object spell in the D&D 5e
Player's Handbook. The difference is, this spell is much lower in level, but the objects
animated with this spell have weaker game statistics and have a chance of going berserk.
Casting Time: 1 action
Range: 10 feet
Duration: 1 hour
A small-sized object within range becomes animated under your control. It gains the
stats of a common skeleton. If it doesnt have legs, wheels, or another means of
movement, it gains a fly speed of 30 feet. Its melee attack is typically slamming into its
target. As part of your action, you can mentally command your animated objects within 50
feet of you. Roll a DC 10 Charisma check. On a failure, the object goes berserk and acts
randomly according to the table below. You can attempt to re-assert control after one
minute. On a success, you decide what action the object will take and where it will move,
or you can issue a general command such as to guard a particular chamber or corridor. You
can also order it to act on its own for appropriate tasks (such as a broom sweeping a
houses floors, a shovel clearing the snow from a street, a washboard cleaning clothes, etc.)
If the object completes its task it returns to you if youre within 100 feet.
Depending on the objects nature, the GM may allow you to assign a special ability to
the objects attack when it hits. For example a boiling kettle of water might blind the target
once, for a round. An animated rope might grapple its target. A rock might push its target,
and a chair might trip its target. If an object does have such an ability, reduce its base
attack damage from 1d8 to 1d4.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you
can affect a medium-sized object such as a food cart, mailbox, bicycle, dinner table, or
couch. The object retains the skeletons stats with these changes: Hit Points 30, Attack +5
for 1d8+3.
When you cast this spell using a spell slot of 6th level or higher, you can affect a largesized object such as a wagon, snow plow, outhouse, or carriage. The object retains the
skeletons stats with these changes: Hit Points 60, Attack +7 for 1d8+6.

Casting Time: 1 action


Range: Self
Duration: Concentration, up to 1 minute
You reverse the pull of gravity on yourself and everything youre carrying. This
causes you to immediately fall upward. You can use your reaction to suppress the effect
for as long as you like, and you can use your action to restart the effect. The spell effect
starts with your legs and ends with your head, so you always rotate the correct direction
for your hooves to be pointing down.
This essentially allows you to treat ceilings as floors, or make vertical jumps of up to
100 feet, using your reaction to cancel at the correct height. At the end of such a leap,
roll a Dexterity (Acrobatics) check or fall prone at the destination and take 2d6 damage.
Leaps of greater distances could be attempted, but this is extremely risky since you fall
about 3 seconds (250 feet) before you can reactivate the spell. Having a Feather Fall
spell or Pancake Landing cartoon physics ability available is highly recommended.
At Higher Levels: When you use a spell slot of 4th-level or higher, you can affect an
additional willing target or unattended medium-sized object within 20 feet for each
additional level.

Dowsing
You think about something, and your horn points you in the right direction to find it.
Rarity uses this spell in her gem-hunting expeditions with Spike, as seen in A Dog and
Pony Show.
1st-level divination (Ritual)
Casting Time: 1 action
Range: 50 feet
Duration: Concentration, up to 1 hour
You visualize something you wish to find, such as water, food, gems, minerals, or a
particular object you are familiar with. If the substance or object exists within range,
your horn points you in the direction of the nearest match. In addition, the substance or
item begins to glow if its covered by less than 1 foot of loose or soft material.
At Higher Levels: If you use a 3rd-level or higher spell slot to cast this spell, the
range increases to 500 feet, and you can detect items through 5 feet of material.

Dust Devil
You conjure a small tornado under your control. Trixie created a dust devil from
Rainbow Dashs rainbow to one-up her in Boast Busters.
2nd-level conjuration
Casting Time: 1 action
Range: 50 feet
Duration: Concentration, up to 1 minute
Choose an unoccupied space within range. A 5-foot-diameter tornado appears
there and lasts for the duration. Any creature that starts its turn within 5 feet of the
tornado must succeed on a Strength or Constitution saving throw or take 1d6
bludgeoning damage from blown objects (half damage on a successful save).
Medium-sized or smaller creatures that fail the save have a 50% chance to be
drawn into the dust devil. Such a creature is restrained and must succeed on a DC 10

MLP45E Chapter 5: Magic

Come To Life

50

Some unicorns are able to use their magic to fire a blast of arcane force at their
opponents, although most prefer to dedicate their studies to more peaceful magic.
Evocation cantrip
Note: Use this cantrip exactly as it appears in the D&D Next playtest documents to
replicate the magic laser bolts that the alicorns and some unicorns create. The only
difference is that the bolt is the same color as the unicorns magic aura. Normally this spell
only appears on the warlock spell list. For MLP45E, it has been added to the wizard spell
list, as well.

Fabricate
Rarity used this spell, found in the D&D 5e Players Handbook, to create a dazzling
outfit from Trixies stage curtain in Boast Busters.

Failsafe
Twilight Sparkles Failsafe spell, which failed to cancel Discords magical effects, is
equivalent to the D&D spell Antimagic Field.

Gaseous Form
Nightmare Moon was known to use this spell, which transforms you into a cloud of fog
or smoke. It appears in the D&D 5e Players Handbook.

Globe Trotter
You transform into a mote of energy which flies through the air at a rapid pace. The
royal sisters have been known to use this spell to quickly survey their lands when a chariot is
too slow or conspicuous. Princess Celestia demonstrated it in the episode Elements of
Harmony.
6th-level transmutation
Casting Time: 1 action
Range: Self
Duration: Concentration, up to 8 hours

Gossamer Wings

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Eldritch Blast

You take the shape of a small-sized globe of energy that sheds light equivalent to a
torch in the same color as your magic aura. You gain a fly speed of 300 feet. You can
squeeze through tiny gaps (floorboards, leaky roofs, etc) with no movement penalty.
While in globe form you can only use your movement, your action can only be used to
dash or disengage, and you cannot cast any spells or make any attacks. You retain your
normal senses and the ability to speak. You can end the effect at any time. Your speed is
approximately 35 miles per hour, or 70 miles per hour if you dash.
At Higher Levels: When you use an 8th-level or higher slot to cast this spell, your
speed increases to 600 feet (about 70 miles per hour or 140 miles per hour while
dashing).
Material Component: Magic dust worth 250 gb.

With this difficult, costly spell you grant another creature usable (albeit fragile)
wings in the form of your choice. Twilight Sparkle used it to give beautiful butterfly wings
to Rarity in Sonic Rainboom.
4th-level transmutation
Casting Time: 1 minute
Range: 10 feet
Duration: 12 hours
You zap a willing creature up to one size larger than you with your magic. Over the
next minute, it grows wings in the form of your choice (typically feathered, butterfly,
dragonfly, or batlike). The creature gains a fly speed of 40 feet and the cloudwalking
ability. If the creature is reduced below half their maximum HP or flies above 10,000 feet
in altitude on a sunny day, the wings are destroyed and the cloudwalking ability is lost.
The target begins falling at the start of its next turn.

Growth Spurt
You cause living cells to develop and multiply, rapidly accelerating their natural
growth rate. This is the twenty-fifth spell Twilight Sparkle learned, according to Spike.
She used it to grow fine, thick moustaches on Spike, Snips, and Snails in Boast Busters.
2nd-level transmutation (Ritual)
Casting Time: 1 minute
Range: 10 feet
Duration: Permanent
Living plants, seeds, or willing creature (or a portion thereof) begins to grow and
mature as if weeks or months were passing by every second. Plants are much easier to
affect than creatures, so the effect depends on the target:
Plants: If the seeds are planted appropriately, one casting is sufficient to grow an
entire 5-foot square patch of small plants such as grass, grain, or vegetables. Such
vegetation grows to maturity and produces any fruit or flowers it normally would.
Alternately, a tree can be grown to approximately 15 feet in height with a trunk 4 inches
in diameter.
Creatures: In most cases it is considered reckless and highly immoral to use this
spell to increase the physical growth of a sapient creature. It can, however, be used to
only grow a small portion of a creature, such as stimulating hair growth, knitting a

MLP45E Chapter 5: Magic

Constitution check to cast a spell. On a failure the spellcasting action is wasted but the spell
is not. It can use its action to roll an Athletics or Acrobatics check against your spell DC. On
a success, it can move its full speed away from the dust devil. One medium-sized, two
small-sized, or eight tiny-sized creatures can occupy the dust devil at a time.
Missile weapons other than heavy boulders or ballista bolts which pass within 10 feet
of the dust devil are thrown off-course and destroyed. As an action, you can move the dust
devil up to 20 feet. You can direct it over barriers up to 5 feet tall and jump it across pits up
to 10 feet wide. Any creatures trapped inside move along with it. If it ever moves out of
range it dissipates immediately.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the
damage increases to 5d4, its size increases to a 10-foot diameter, and it can draw in one
large-sized creature or twice the normal number of smaller creatures.

51

Minimum
Caster
Level
3
6
9
12

Magic
Dust
75 gb
250 gb
500 gb
1,000 gb

Plant
Square
Size
25 feet
50 feet
75 feet
100 feet

Tree
Height

Tree
Diameter

Creature
Size

Maturity
Age

30 feet
60 feet
120 feet
250 feet

1 foot
2 feet
4 feet
8 feet

Medium
Large
Huge
Gargantuan

2 years
5 years
10 years
20 years

Instant Makeover
Your magic scrubs away all uncleanliness. Rarity used this spell in The Ticket Master to
clean up both Twilight and Spike, and gave them a bit more than they bargained for.
1st-level transmutation (Ritual)
Casting Time: 1 minute
Range: 10 feet
Duration: Instantaneous
You zap a large-sized or smaller creature within range with your magic. Over the next
minute, the target has all dirt, sweat, grime, water, vermin, and filth whisked away. Their
hair and coat are washed, trimmed, and styled, clothes are cleaned and treated, teeth are
cleaned, breath freshened, hooves or nails filed and polished, and perfume and makeup
applied (if desired). The quality of the work is equivalent to your own skill at performing
these tasks manually. The materials needed (files, scissors, shampoo, makeup, etc) are
conjured by magic and disappear at its conclusion.
Material Component: 10 gb worth of magic dust

Lesser Passwall
Amazingly, Pumpkin Cake spontaneously cast this spell in Baby Cakes to let herself and
her brother escape after Pinkie trapped them in their playpen.

Mending
You mend a broken object, or graft together similar material. Rarity uses this spell
often. She spliced her own tail hair into Steven Magnets moustache, reattached dead
branches to trees (to Applejacks annoyance), and mended a broken taxi wheel in
Manehattan.
Transmutation cantrip
Note: This spell functions as it appears in the D&D 5e Players handbook except for
the following addition:
You can use this spell to fuse together similar nonliving materials. For example you
could turn two pieces of rope into one long length, graft dead branches back onto a tree
(though they remain dead), fuse planks of wood into a door, or even repair a sea
serpents damaged moustache with your own tail hair.

cheezedoodle96.deviantart.com

3rd-level transmutation
Casting Time: 1 action
Range: 10 feet
Duration: Concentration, up to 1 minute, plus 1 additional minute.
Choose a point on a stone, brick, wooden, plaster, cloth, or similar surface within
range. You create an oval hole through space of your size which bypasses 6 inches of the
surfaces thickness. This lets creatures up to one size larger than you to use the hole to
bypass the wall. The spell fails if the surface is thicker than 6 inches. Once you cease
concentration, the hole lasts one additional minute.

Share Memories
You communicate specific memories to the recipient, to give them additional
knowledge or attempt to jog their own memory, although the experience is taxing for
both of you. In Magical Mystery Cure, Twilight Sparkle used this spell to restore the cutie
marks of her friends.
3rd-level enchantment
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Choose an adjacent willing or restrained creature. You share roughly one hour of
your own memories with the target in the course of a few seconds. The target receives
any or all of these benefits (your choice):

End the Charmed, Dazed, Dejected, Frightened, Marked, Stressed, and


Terrified conditions. Other enchantment effects such as confusion or
domination might also be removed or receive an opportunity to save against
it (GMs choice).

You give the target proficiency in a skill, tool, or weapon that you are
proficient in, which lasts until the targets next long rest.

You can give the target an opportunity to analyze a particular scene,


conversation, or other situation you witnessed as if they had been there to
experience it themselves.
This experience is overwhelming to the target. It must make a saving throw against
your spell DC or be paralyzed until the start of your next turn.

MLP45E Chapter 5: Magic

broken bone, or scarring over a wound, without controversy. This spell even stimulates
cells such as dormant hair follicles to multiply, allowing, for example, a child or female to
grow a fine moustache and beard.
If used on a portion of a creature, it generally has the desired outcome. Game effects
are left to the GM. Although this spell will not actually heal HP damage, it might assist in
healing a crippling wound or speed recovery from a broken bone (as long as the bone is set
correctly so it can heal properly).
If used on an entire creature, only creatures that are small-sized or smaller as an adult
can be affected, and it ages the creature to maturity or approximately one year (whichever
is less). Creatures that are already adult are unaffected unless they keep growing larger as
they age.
Material Component: Magic dust worth 10 gb
Note: This spell does not tax the soil or a creatures metabolism - all growth is fueled
directly by the material component. A plant or creature will also not grow beyond its
normal maximum size.
At Higher Levels: If you are of sufficient level, you can increase the amount of magic
dust used to increase the effect:

52

Telekinesis
Using their magic to lift items into the air is usually the first spell a unicorn learns. Few
unicorns, however, are able to use this spell in its more advanced forms.
1st-level transmutation spell
Note: This version of the spell supersedes the official version of Telekinesis in the D&D
5e Players Handbook, to attempt to mimic MLPs unicorn levitation magic as closely as
possible. Any creature that has Telekinesis should use this version of the spell.
Casting Time: 1 action
Range: 35 feet
Duration: Concentration
You can telekinetically manipulate objects within a 10-foot sphere with a combined
weight of 50 pounds or less. Each round on your turn you can choose to either continue
manipulating the same object(s) or switch to different object(s) within range as a part of
your action. Objects you are manipulating automatically maintain their position relative to
you unless you use your action to reposition them (move closer or further away). This
means that items you are manipulating move along with you relative to your position. You
also have fine motor control over the objects, allowing you to play an instrument, write
with a pen, or open a lock, for example.
While concentrating on this spell you can use your action to perform the following:

Restrain a small-sized creature if you succeed on a contest of your magic


ability against the targets Strength.

Snatch away a worn or held object if you succeed on a contest of your magic
ability against the targets Strength.

Hurl objects or weapons you are proficient in, using your magic ability score
for the attack and damage roll instead of Strength or Dexterity.

Hurl a creature you are manipulating (treat as a proficient weapon, as


above), dealing 3d6 damage to both it and the target on a successful hit.

Pool your efforts with another caster using this spell to lift heavier objects
(combine your weight limits).
At Higher Levels:
3rd level or higher slot: Range increases to 50 feet, weight limit for objects
increases to 250 pounds, medium-sized creatures can be affected, and you no longer
have disadvantage on checks to snatch objects.
5th level or higher slot: Weight limit for objects increases to 1,500 pounds, and
large-sized creatures can be affected.
7th level or higher slot: Weight limit for objects increases to 7,500 pounds, and
huge-sized creatures can be affected.
9th level slot: Weight limit for objects increases to 25,000 pounds, and gargantuansized creatures can be affected.

Water Walk

cheezedoodle96.deviantart.com

Trixie used this spell to zap the rambunctious Rainbow Dash in Boast Busters.
2nd-level conjuration
Casting Time: 1 action
Range: 50 feet
Duration: Concentration, up to 1 minute
Choose an unoccupied space within range. A 5-foot-diameter storm cloud appears
there and lasts for the duration. Any creature that starts its turn within 5 feet of the sphere
must succeed on a Dexterity saving throw or take 2d6 lightning damage (half damage on a
successful save).
As an action, you can move the cloud up to 30 feet in any direction. Any creature with
the cloud walking ability can destroy or move the storm cloud by using their action to
contest their Strength (Athletics) check against your Intelligence (Arcana). If they succeed,
they can use their movement to drag the cloud anywhere or destroy it. If they fail, they
take damage from the spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the
damage increases by 1d6 for each level above 2nd.

1st-level transmutation
Note: This version of the spell supersedes the official version of Water Walk in the
D&D 5e Players Handbook.
Casting Time: 1 action
Range: Self
Duration: Concentration (up to 1 hour)
Until the spell ends, you can move across any liquid surface - such as water, acid,
mud, snow, quicksand, ice, or lava - as if it were solid ground. If you are submerged
when you cast this spell it carries you to the surface at a rate of 10 feet per second (60
feet per round).
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, it
lasts the full duration of 1 hour without concentration and you can affect up to 10 willing
creatures within 30 feet of you.

Wondrous Transformation
You can use this spell to alter the size and shape of an object such that it becomes
something much larger and more complex. The drawback is its only temporary.
4th-level transmutation
Casting Time: 1 Minute
Range: 20 Feet
Duration: 24 Hours
You target a miniscule object within range and transform it into any relatively
simple non-magical object of huge size or smaller. For example, Twilight Sparkle used
this spell to transform an apple into a carriage complete with harnesses. You could also
transform a spoon into a plow, a toothpick into an extension ladder, a tin can into a suit
of armor, a thimble into a typewriter, and so on.
You can dictate the items color, style, and general appearance. You can also make
a nearly perfect duplicate of an existing item. When the spell ends, the item turns back
into its previous form. The item glows faintly the same color as your magical aura, so its
obvious that it is magically created. If the item is subject to a magic dispelling or
cancelling effect, it reverts back to its original form automatically.

MLP45E Chapter 5: Magic

Storm Cloud

53

Trixie - I Won't Lie Anymore... by Ziom05

54

MLP45E Chapter 6: Equipment

cheezedoodle96.deviantart.com

Mundane Adventuring Gear


Tools in which you can gain proficiency are highlighted in
purple text.
Item
Price
Weight
Acid (vial)
25 gb
1 lb.
Adventurers kits (descriptions in Players Handbook)
Burglars Pack
16 gb
Diplomats Pack
39 gb
Dungeoneers Pack
12 gb
Entertainers Pack
40 gb
Explorers Pack
10 gb
Priests Pack
19 gb
Scholars Pack
25 gb
Alchemists fire (flask)
50 gb
1 lb.
Ammunition
Arrows (20)
1 gb
1 lb.
Blowgun Needles (50)
1 gb
1 lb.
Crossbow Bolts (20)
1 gb
1 lb.
Sling Bullets (20)
4 cb
1 lb.
Antitoxin
50 gb
lb.
Arcane Focus
Crystal
10 gb
1 lb.
Orb
20 gb
3 lb.
Rod
10 gb
2 lb.
Staff
5 gb
4 lb.
Wand
10 gb
1 lb.
Artisans tools
5 gb
5 lb.
Backpack
2 gb
5 lb.
Ball bearings (100)
1 gb
2 lb.
Balloon, small
1 cb

Balloon, medium
1 sb

Balloon, large
1 gb

Banana
Banner
Basket, Bushel
Basket, Picnic
Bedroll
Bell
Blanket
Block and tackle
Book, blank, hardcover
Book, blank, softcover
Bottle, Glass, Quart
Bottle, Glass, Pint
Bottle, Glass, Cup
Bucket
Business cards (50)
Caltrops (bag of 20)
Camera
Camera film development kit
Camera film
Candle
Case (crossbow bolt)
Case (for map or scroll)
Chain (10 feet)
Chalk (1 piece)
Chemistry kit
Chest
Climbers kit
Clipboard
Clothes, common
Clothes, formal
Clothes, fine
Clothes, travelers
Cloud seeds, normal
Cloud seeds, storm
Coffer
Component pouch
Consecration kit
Crowbar
Disguise kit
Druidic Focus
Sprig of mistletoe
Totem
Wooden Staff

1 cb
5 sb
5 sb
2 sb
1 gb
1 gb
5 sb
1 gb
8 gb
2 gb
1 gb
6 sb
3 sb
5 cb
5 gb
1 gb
75 gb
20 gb
15 gb
1 cb
1 gb.
1 gb
5 gb
1 cb
15 gb
5 gb
25 gb
5 sb
5 sb
5 gb
15 gb
2 gb
15 gb
35 gb
2 gb
25 gb
15 gb
2 sb
25 gb

1 lb.
2 lb.
1 lb.
7 lb.

3 lb.
5 lb.
3 lb.
1 lb.
2 lb.
1 lb.
1 lb.
2 lb.

2 lb.
2 lb.
3 lb.

1/10 lb.
1 lb.
1 lb.
5 lb.

2 lb.
25 lb.
12 lb.
1 lb.
3 lb.
4 lb.
6 lb.
4 lb.

10 lb.
2 lb.
3 lb.
5 lb.
8 lb.

1 gb
1 gb
5 gb

4 lb.

Yew Wand
Duct tape
Fireproof boots (4)
Fishing tackle
Flask/Tankard
Folding chair
Gaming set
Goggles
Grappling hook
Hammer
Hammer, sledge
Handbag
Healers kit
Herbalism kit
Holy symbol
Amulet
Emblem
Reliquary
Holy water (flask)
Horseshoe magnet
Hourglass
Hunting trap
Ink (1 ounce bottle)
Ink pen
Instant disguise
Investigation kit
Jeweled accoutrements
Jug/Pitcher (Gallon)
Ladder (10-foot)
Lamp
Lantern
Lantern, bullseye
Lantern, firefly
Lantern, hooded
Lead Cuff
Lighter
Lock (basic, DC 18)
Lock (good, DC 22)
Lock (strong, DC 26)
Magnifying glass
Manacles
Matchbook (12 matches)
Megaphone

10 gb
1 gb
15 gb
1 gb
2 cb
15 gb
1 gb
20 gb
2 gb
1 gb
2 gb
1 gb
5 gb
10 gb

1 lb.
1 lb.
8 lb.
4 lb.
1/10 lb.
3 lb.
lb.
1 lb.
4 lb.
2 lb.
10 lb.
1 lb.
3 lb.
2 lb.

5 gb
5 gb
5 gb
25 gb
50 gb
5 gb
5 gb
2 gb
2 cb
25 gb
10 gb
100 gb
2 cb
1 sb
5 sb
5 sb
10 gb
2 gb
5 gb
50 gb
10 gb
5 gb
25 gb
125 gb
25 gb
2 gb
2 gb
5 gb

1 lb.

2 lb.
1 lb.
2 lb.
1 lb.
25 lb.

3 lb.

9 lb.
25 lb.
1 lb.
1 lb.
3 lb.
2 lb.
2 lb.
6 lb.

1 lb.
1 lb.
2 lb.
1 lb.
6 lb.

2 lb.

cheezedoodle96.deviantart.com

This list combines the stock equipment list from the D&D
5e Players Handbook along with a number of new items.
Items from the handbook have had their descriptions omitted
unless they have been updated for MLP45E. In many cases
those items have been lowered in price because Equestria is
more technologically advanced than the default D&D
campaign setting, so they are less expensive to manufacture.
In some cases items have also had new or expanded uses
added. See the item descriptions for details.

MLP45E Chapter 6: Equipment

Equipment List

55

1 lb.
2 lb.
lb.
3 lb.
2 lb.
lb.

1 lb.

1 lb.
10 lb.
5 lb.

2 lb.
8 lb.
10 lb.
lb.
1 lb.
1 lb.
35 lb.
2 lb.
4 lb.
4 lb.
10 lb.
5 lb.
lb.
5 lb.
3 lb.
1 lb.
5 lb.

1 lb.

1 lb.
5 lb.
5 lb.
1 lb.
12 lb.
5 lb.

1 lb.
5 lb.
20 lb.
75 lb.

Tent, Pavilion
Thieves tools
Tinderbox
Tome
Torch
Tripod, metal
Tripod, wood
Umbrella saddle
Vial
Waterskin
Whetstone
Zoom lens

75 gb
25 gb
5 sb
25 gb
1 cb
5 gb
5 sb
5 gb
1 gb
2 sb
1 cb
250 gb

200 lb.
1 lb.
1 lb.
5 lb.
1 lb.
2 lb.
4 lb.
3 lb.

5 lb. (full)
1 lb.
1 lb.

Antitoxin: This herbal concoction boosts the bodys


ability to fight off poison. For 30 minutes after drinking, the
user has advantage on saves to resist or remove the poisoned
condition, and reduces poison damage taken by 2.
Balloon: Rubber balloons come in a variety of sizes and
shapes. When inflated, they float into the air because shut up.
Small balloons take 3 rounds to inflate to 1 foot in diameter,
and can lift 5 pounds. Medium balloons take 1 minute to
inflate to 2 feet in diameter and can lift 40 pounds. Large
balloons take 3 minutes to inflate to 3 feet in diameter and
can lift 135 pounds.
Banana: In addition to their nutritional value, Banana
peels are great to slow down a pursuer. A large-sized or
smaller creature that moves over a banana peel must roll a
DC 12 Dexterity save. On a success, the banana peel remains
for the next victim. On a failure, they move the remainder of
their movement in a straight line in the same direction they
were traveling. They then must roll a DC 15 Dexterity
(Acrobatics) check or fall prone. Creatures that use five extra
feet of movement to cross the peels space have advantage
on the save.
Basket: A bushel basket is the perfect size for catching
and hauling apples or other crops, holding roughly 30 pounds.
A picnic basket is a bit smaller, holding around 5 pounds.
Book: Prices given are for blank books. Finished books
vary in price from double the price of a blank to over 50
times, depending on the rarity or usefulness of the subject.
Camera: A standard film camera. Needs rolls of film to
operate. Anyone can take photos with a camera, but users
with camera proficiency can use a camera film development
kit to develop photos. Usually comes with a neck harness to
allow quadrupeds to use it by biting down on the shutter
button.

Camera Film Development Kit: Contains the


chemicals and equipment that a user proficient in the
camera needs to develop film, as long as they have a dark
room in which to work. One kit can develop about 150
photos before it needs to be replaced.
Camera Film: A roll of camera film can take 24 photos.
You need a camera development kit and dark room to
develop photos.
Chemistry Kit: This kit contains raw chemicals and a
variety of instruments, like eyedroppers, a mortar and
pestle, pouches and vials used by chemists to create
alchemical concoctions. Proficiency with this kit lets you
add your proficiency bonus to any ability checks you make
to create chemicals. If you have proficiency with a
chemistry kit, you can also use it to craft acid, alchemists
fire, smoke bombs, and other such items. You must have
raw materials worth half the items market price and spend
one hour crafting the item.
Coffer: This small chest can hold about 3 cubic feet or
75 pounds of goods.
Consecration Kit: This kit contains a variety of
religious implements and a holy book sacred to a specific
religion. Proficiency with this kit lets you add your
proficiency bonus to any ability checks you make in the
course of carrying out a religious ceremony. If you have
proficiency with the consecration kit, you can also use it to
craft holy water. You must have raw materials worth 12.5
gb and spend one hour crafting it.
Clipboard: A sturdy wooden board with a metal spring
clip to hold a notebook or notepad secure. If proficient
with the clipboard, you have advantage on Charisma
(Deception, Intimidation, and Persuasion) checks when
trying to deceive or persuade members a large
organization, low-ranking employees of a business, and the
like (usually by tricking them into thinking you are some
sort of inspector or auditor).
Cloud Seeds, Normal: Upon casting these grains of
dust into the air up to 50 feet away, a 30-foot wide, 10-foot
thick cloud springs into existence. The area within the
cloud is lightly obscured. A creature with the cloudwalking
ability can interact with it like any normal cloud. If coaxed
into raining, it produces about 1/4 of rain over the area
over the course of 15 minutes. If captured, thats about
440 gallons. The cloud moves with the prevailing winds, if
present. If left alone, it rains itself out on its own after
1d4+1 hours.

cheezedoodle96.deviantart.com

2 sb
250 gb
5 gb
5 gb
25 gb
1 gb
5 sb
1 sb
2 sb
1 sb
1 sb
5 gb
2 gb
5 sb
100 gb
50 gb
5 cb
2 gb
50 gb
5 sb
1 gb
4 gb
5 sb
1 gb
10 gb
1 gb
10 gb
1 cb
2 gb
5 gb
5 sb
2 sb
5 cb
5 gb
5 gb
25 gb
2 cb
50 gb
1 gb
75 gb
10 gb
2 gb
25 gb
5 gb
150 gb
2 gb
20 gb

MLP45E Chapter 6: Equipment

Mess kit
Microscope
Mirror, steel
Musical instrument
Navigators tools
Notebook
Notepad
Oil (1 pint flask)
Paper (10 sheets)
Parchment (10 sheets)
Pencil
Perfume/Cologne
Pick, miners
Piton (10)
Poison, basic (vial)
Poisoners kit
Pole (10-foot)
Pot, iron
Potion of healing
Pouch
Quiver
Ram, portable
Rations (1 day)
Robes
Roller skates (4)
Rope, hemp (50 feet)
Rope, silk (50 feet)
Sack , burlap
Saddlebags (pair)
Scale, merchants
Sealing wax
Shovel
Signal whistle
Signet ring
Slide rule
Smoke bomb
Soap
Spellbook
Spike, iron (10)
Spyglass
Suction cup shoes (4)
Suitcase
Sunglasses
Tape measure
Telescope
Tent
Tent, Commanders

56

Investigation Kit: Contains 200 feet of crime scene tape,


several tweezers, a small blacklight, plastic evidence bags, a
notepad and pencils, a 25 tape measure, 10 pieces of chalk,
and hoofprint casting supplies. A proficient user has
advantage on Intelligence (Investigation) checks to search an
area for a hidden creature or object, or other evidence.
Jeweled Accoutrements: A stunning jeweled outfit adds
a +1 bonus to your Charisma (Intimidation or Persuasion)
checks.
Lantern, Firefly: A firefly lantern contains a small
reservoir of nectar which attracts fireflies. Leaving it outside
for an hour at dusk will attract enough fireflies to create
bright light in a 15-foot radius and dim light in a 30-foot
radius. The fireflies should then be released within 12 hours.
Lead Cuff: A special metal cuff lined with magic-proof
lead, when wrapped around a unicorns horn (or another
spellcasters wrist or other extremity) prevents them from
casting spells until its removed.
Lighter: Essentially a Zippo lighter. Takes one hand or
two hooves to light, using your action.
Matchbook: A bit larger than matches humans are used
to, matches are about 4 long so that an equine can grip them
with their teeth. Lighting a fire with a match takes your
action.
Megaphone: This device amplifies your voice, allowing
you to be heard up to five times further away than normal.
Notebook: A flimsy book of parchment sheets for
keeping temporary notes. Usually bound with a thin spiral
wire and ruled with narrow blue lines. Has 100 pages.

cheezedoodle96.deviantart.com

Weight Limits (Encumbrance)


For convenience, the D&D rules for simple weight
tracking are as follows:
Carrying Capacity: Multiply your Strength score by
15 to determine the amount of weight (in pounds)
that you can carry. Clydesdales, large creatures, and
certain other characters who take the appropriate
abilities can carry more than this amount.
Push, Drag, and Lift: You can push, drag, or lift an
object that weighs up to 30 times your Strength score.
While doing so, your speed is reduced to 5 feet.
Harnessed vehicles such as carts and wagons make
hauling extra gear (and treasure) much easier. See the
rules for harnessed vehicles.

Notepad: A smaller version of a notebook. Usually


spiral bound on its narrow dimension. Used mostly for
shopping lists and for taking notes by investigators and
reporters.
Pencil: The typical wooden #2 pencil. Has an eraser on
the end. usually used for informal or day-to-day writing and
rough drafts. Most writers prefer ink for final copies. Extrasturdy for mouth-grippers.
Roller Skates: If youre proficient in them, a set of
roller skates increases your speed by 10 feet on smooth
floors, streets, and sidewalks. On other terrain, your speed
is reduced by 20 feet. It takes one minute to put on a set of
roller skates, and 3 rounds to remove them..
Saddlebags (Pair): A set of saddlebags, worn across
the back with one hanging on either flank of a quadruped.
Each of the two bags can carry about 1 cubic foot or 15
pounds of gear. Saddlebags are the alternate to a
humanoids backpack.
Scale, Merchants: A merchants scale includes a small
balance, pans, and a suitable assortment of weights up to 2
pounds. With it, you can measure the exact weight of small
objects, such as raw precious metals or small trade goods,
to help determine their worth. If you are proficient with
the merchants scale, you can use the exact amount of raw
materials necessary when crafting mundane consumable
items (acid, alchemists fire, cloud seeds, healing potions,
holy water, smoke bombs, and the like), allowing you to
craft them using raw materials worth 40% of the items
market price, rather than 50%.
Slide Rule: This deceptively simple device has one or
more plastic rods that can be slid back and forth. Each is
engraved with markings that let you quickly perform
complex calculations. If proficient, you can perform a wide
range of mathematical operations.
Smoke Bomb: This hard black pellet, when thrown (30
foot range) creates a cloud of smoke 20 feet across. The
area within the cloud is heavily obscured until the end of
your next turn, and lightly obscured until the end of your
next turn after that.
Spyglass: This item supersedes the version found in
the D&D rules, because optical lenses are relatively
common in Equestria. A spyglass allows you to see five
times further than normal.
Suction Cup Shoes: Wearing a set of these shoes
halves your speed, but if youre size medium or smaller
they also let you walk up walls and across ceilings. They will
only work on smooth walls like varnished wood, drywall,

MLP45E Chapter 6: Equipment

Cloud Seeds, Storm: Like normal cloud seeds except the


cloud is 50 feet wide, 20 feet thick, and produces of rain
over the area over 30 minutes (approximately 5,000 gallons).
The cloud also produces lightning and thunder. Any creature
within 25 feet of the cloud has a 10% chance each round of
being struck by a small lightning bolt, dealing 3d6 lightning
damage (DC 12 Reflex save for half).
Duct Tape: Despite all evidence to the contrary, this item
is, in fact, non-magical. Comes in a 100-foot roll.
Fireproof Boots: These heavy black boots let you ignore
the first 2 points of damage each time you take fire damage
from hot ground.
Folding Chair: Pressing a button on this small rectangular
package causes it to pop out into a full-sized chair. If
proficient you can add your proficiency bonus to any checks
made to tame wild animals.
Goggles: Despite claims to the contrary, goggles grant a
+2 bonus to any saving throw against an effect that would
blind you.
Handbag: A small purse with a long strap is worn by
some of the upper-class ladies of Manehattan. Those from
famous designers can go for dozens or even 100 bits or more.
Healers Kit: This kit contains bandages, alcohol, salves,
mild painkillers, and splints. The kit has ten uses. As an action,
you can expend one use of the kit to stabilize a creature who
has 0 hit points without needing to make a Wisdom
(Medicine) check. A proficient user can also expend one use
to let each character in the party recover one additional Hit
Die at the end of a long rest. A user trained in both the
Medicine skill and the Healers Kit may be able to alleviate
other symptoms, at the DMs discretion.
Herbalism Kit: This kit contains a variety of instruments,
like clippers, mortar and pestle, pouches and vials used by
herbalists to create remedies and potions. Proficiency with
this kit lets you add your proficiency bonus to any ability
checks you make to concoct herbal mixtures and infusions. If
you have proficiency with an herbalism kit, you can also use it
to craft antitoxin and potions of healing. You must have raw
materials worth 25 gb and spend four hours crafting the item.
Horseshoe Magnet: Smaller than an actual horseshoe,
this 4-inch magnet sticks to ferrous metallic objects with a
pull equivalent to 5 pounds. Larger and/or more expensive
magnets exert more pull.
Instant Disguise: Wearing these black glasses, fake nose,
and thick black moustache you receive a +2 bonus to
Charisma (Deception) checks made to hide your identity.

57

cheezedoodle96.deviantart.com
MLP45E Chapter 6: Equipment

plaster, or dressed stone. Natural stone, brick, unfinished


wood and similar surfaces are too rough. Each round at the
end of your turn while stuck to a wall or ceiling with these
shoes there is a 10% chance the shoes release, causing you to
fall. Anyone attacking you while you wear these shoes has
advantage, and you have disadvantage on Dexterity checks
and saves.
Suitcase: The typical traveling bag can hold about 3 cubic
feet of clothing, or 50 pounds. Larger and smaller variants are
available.
Sunglasses: These black or mirrored shades give you a +2
bonus to Charisma (Deception) skill checks, but add a -2
penalty to Intelligence (Investigation) and Wisdom
(Perception) skill checks when worn indoors or outdoors at
night.
Tape Measure: This highly useful item is a tightly-coiled
metal tape that extends up to 25 feet from its holder, and
automatically coils itself up again when no longer needed.
Telescope: Astronomical telescopes vary greatly in size
and quality. There are no specific rules for them at this time.
The stats given are for a beginner model.
Tent: A basic tent sleeps two. A commanders tent sleeps
about 10 normal people or one fashionista. A pavilion tent
has no walls and is usually set up to provide shade for
outdoor activities. Its roughly 20 feet by 50 feet.
Tripod: A camera tripod helps improve your photo
quality by steadying the camera. A wooden tripods three legs
folds down into a package the size of a baseball bat, while a
telescoping metal tripod collapses into a package about half
that size and is lighter.
Umbrella Saddle: This handy device lets a quadruped
benefit from an umbrella without needing to grip it with their
teeth.
Zoom Lens: This camera attachment lets you magnify the
photo subject up to 5 times its original size, although its
harder to get a steady picture without a tripod.

58

A Little Background
4th edition Dungeons & Dragons popularized the idea of residuum, which is similar to
the enchanting materials in games like World of Warcraft. Residuum is a glowing magical
dust which remains behind after magic items are disenchanted. It can also be created from
other, non-magical components by ritual spellcasters with the appropriate incantations.
Essentially, residuum was the currency used for creating magic items. When a character
created a magic item, it was assumed that their non-magical components were converted
into residuum and that was used to power the item creation process.

Arcanium in MLP45E
Since we want to explore how technological devices function in Equestria without
resorting to electricity, I based Arcanium on the 4th edition D&Ds residuum. Arcanium in
MLP45E is an actual element, one that is naturally magical. It grows in crystal form in areas
that are highly magical in nature, such as portals to the fey realms, planetary ley lines, or
wherever else you choose. In fact, you could say the Tree of Harmony below the Palace of
the Two Sisters is infused with pure Arcanium crystals. Its the Equestrian version of classic
Star Treks dilithium crystals. Theyre magical batteries. The larger the crystal, the larger its
potential magical current is. Devices which are powered by Arcanium crystals have a
small chamber in which a crystal is inserted. Tiny devices such as Tanks helicopter harness
have an appropriately-sized chamber, while larger devices like the Super Speedy Cider
Squeezy 6000 have barrel-sized chambers.

Forms of Arcanium
Arcanium is found naturally in crystalline form, where it appears as a brilliant bluewhite crystal which glows faintly and has a rainbow-hued luster. Sometimes they grow
inside other rocks, like a geode. Other times they grow directly from area that is
particularly magical. Arcanium crystals can be removed from one device and moved to
another, and those skilled in Arcana can transfer magic from one Arcanium crystal to
another. When all the magic is drained from a crystal it turns gray and becomes inert,
although it can always be recharged later. Arcanium can be powdered into dust when the
application requires, although dust cant be recharged once it is spent. Many magical
potions and oils have Arcanium dust mixed in, where it dissolves as it imbues its magical
power into the liquid.

Sizes: Each Arcanium crystal holds a number of charges of magic power. The
more charges a crystal can hold, the larger it is. A crystal that can hold a single charge is
roughly the size of a marble, while one that could hold a thousand charges is as tall as a
pony and quite rare. An average-sized crystal holds about 2-3 charges and is roughly 3
inches long by 1 inch around. Its rumored that alchemists can artificially create smaller,
more energy-dense crystals.
Nomenclature: A crystal will be referred to with its current number of charges and
maximum number of charges. For example, a fully-charged 10-charge crystal is an
Arcanium crystal (10/10). When drained by half its charges, it will be an Arcanium
crystal (5/10). An inert crystal is an Arcanium crystal (0/10). Arcanium dust is simply
referred to with a gb value (Arcanium dust worth 10gb).
Valuation: A fully-charged crystal is worth 10 gb per charge. A character can
determine the charges remaining by attempting a DC 10 Intelligence (Arcana) check. On
a success, they know the number of charges remaining and the maximum number of
charges. On a failure, the GM gives the player a number that is off by 1 or 2 (either high
or low).
Recharging: Once per day a unicorn or other character who can wield arcane magic
can attempt to restore charges to an Arcanium crystal. As their action they roll a DC 12
Intelligence (Arcana) check and zap a crystal within 20 feet. On a success, they can
sacrifice up to half their remaining Hit Dice and restore an equal number of charges to
the crystal. This takes one round per charge restored. On a failure, no charges are
restored and they take 1d4 damage and lose one Hit Die in a magical backlash. Since this
is so taxing, most unicorns dont do it lightly. Its rumored that evil unicorns in the past
discovered a means of draining magic from any race of pony or other magical creature,
but such dark magic is (hopefully) lost to time.
Transferring Charges: A unicorn or other character who can wield arcane magic can
attempt to transfer charges from one crystal in their possession to another. As their
action they roll a DC 12 Intelligence (Arcana) check. On a success, they can transfer any
number of charges from one crystal to the other (up to the maximum it can hold). On a
failure, one charge is lost from the source crystal and the destination crystal regains no
charges.
Drained Crystals: Once a Arcanium crystal runs out of charges, it turns gray and
stops glowing. A drained crystal is only worth 10% of the value of a charged crystal
(roughly 1 gb times the maximum number of charges).
Power Level: Each device uses magic power at its own efficiency level. Heavy
machinery and items which create a lot of heat draw power faster than smaller, less
energy-intensive items. Every devices charge consumption is up to the GM to
determine, but use the items below as a guideline.
The Arcanium Economy: Arcanium crystals and dust can be bought and sold easily
in most markets in larger cities. Smaller towns like Ponyville might have a handful
merchants who offer them for sale (or offer recharging services) so they are generally
not difficult to acquire. Most ponies who arent trained in Arcana simply call Arcanium
crystals magic crystals and Arcanium dust magic dust. Since they glow, its fairly easy
for the average pony to tell whether arcanium is fake or inert, although determining the
exact number of charges is a little more difficult.

cheezedoodle96.deviantart.com

Its been stated that electricity as we know it doesnt exist in the world of My Little
Pony. Yet frequently, we see items which, in our world, would be electric: light bulbs, hair
dryers, turtle (tortoise)-sized helicopter blades, even record players and speakers. In the
case of Flim and Flams Super-Speedy Cider Squeezy 6000 we are shown that they use their
magic to directly power the machine. Its been often stated and assumed that other
devices which appear to be electric operate in a similar fashion. For a roleplaying game the
existence of such should be explored. The Arcanium economy is the method by which
MLP45E explains such devices.

Rules & Terminology

MLP45E Chapter 6: Equipment

Magical Technology

59

The Mundane, The Magical, and Artifice


Its important to note the difference between mundane items, magical items, and
artifice. Mundane items are every day, non-magical items. A simple hacksaw, a manuallycranked drill, suction-cup shoes, and an icebox are all mundane items. Even items such as a
potion of healing, holy water, or alchemists fire are mundane.
Magical items are entirely supernatural in nature. They derive their power purely from
their magic. The Elements of Harmony, a Ring of Feather Falling, or a Mace of Disruption
are all magical. They do not rely on their mundane parts for any of their functionality.
Magical items are the most costly of all items, energy-wise.
Items of artifice are a blend of the two. They have mundane parts, but are driven by a
magical power supply which energizes them. A light bulbs filament, an ovens heating coils,
a drill or saws motor coils are all artifice because they produce work via a combination of
their magical and mundane natures. Take away one of the two and the item is useless. The
items of artifice on the list below are for average-quality items. Deluxe items with lighter
weight, better efficiency or more features are up to the GM to create, and should be priced
50% to 200% higher.

Items of Artifice
Item
Aquarium
Blender
Blow Dryer
Boat Motor
Camera, Pocket

Price
50-500 gb
40 gb
30 gb
125 gb
350 gb

Weight
10-100 lb.
5 lb.
2 lb.
50 lb.
lb.

35 gb
50-100 gb
20 gb
40 gb
60 gb
20 gb
25 gb
250 gb
2,500 gb
1,500 gb
25 gb
500 gb
15 gb
25 gb
50 gb
50-150gb
65 gb
40 gb
75 gb
100 gb
75-150 gb
50 gb
30 gb
50 gb
20 gb
50 gb
75 gb
50 gb
125 gb
30 gb
25 gb
12 gb
50-75 gb
50 gb
100 gb
100 gb

1 lb.
5-50 lb.
5 lb.
10 lb.
25 lb.
1 lb.
1 lb.
2 lb.
500 lb.
1,000 lb.
1-2 lb.
50 lb.
2 lb.
4 lb.
5 lb.
15 lb.
20 lb.
75 lb.
125 lb.
150 lb.
15-150 lb.
50 lb.
4 lb.
20 lb.
5 lb.
15 lb.
40 lb.
5 lb.
200 lb.
3 lb.
3 lb.
5 lb.
8-12 lb.
50 lb.
200 lb.
150 lb.

Aquarium: An artifice aquarium includes lights, pumps, and filters necessary to


keep fish and other aquatic creatures alive and healthy. They typically range in size from
5 gallons to 100 gallons. They hold two charges and last six months per charge..
Blender: The typical multi-speed blender chops up ingredients for cooking and
makes a great smoothie. It holds two charges and lasts six months of normal use per
charge.
Blow Dryer: A simple handheld hair dryer holds two charges and lasts for six
months of normal use per charge.
Boat Motor: An outboard motor can be used to propel a rowboat or small pontoon
boat at up to 25 miles per hour. It holds 5 charges and uses one charge per four hours.

cheezedoodle96.deviantart.com

Devices powered by Arcanium crystals and dust are collectively known as artifice and
the designers and builders of such devices are specialized scientists and engineers known
as artificers. Artificers dont have to be unicorns. In fact, some consider Doctor Hooves, an
Earth pony, to be Ponyvilles most talented artificer.
Most items of artifice are toys for the wealthy. The majority of citizens get along fine
with the mundane versions of these devices (hoof-cranked phonographs, wood-burning
stoves, clothes irons, firefly lanterns, sewing machines, washtubs/washboards, and the
like). Most middle-class families eventually save up enough money (over several years) to
afford a refrigerator, an oven, and a water heater, as these provide the most value for their
day-to-day lives. Well-funded construction contractors often have a number of artifice
tools on the job site, and many professionals invest in an artifice device or two that is
useful for their trade.
The list of items Equestria does not yet possess the technology for includes:
telephones, radios, televisions, portable music players (Walkman/iPod), and magnetic data
storage of any kind. Computers do exist, but they would be room-sized monstrosities like
those Twilight used in her attempt to study Pinkie Sense. They would run off punch cards
and display output on paper tape rather than a video screen. Button Mashs video games
and Sapphire Shores bodyguards earpiece are odd anachronisms that Im going to choose
to ignore, but you can always provide your own pricing and stats for them if you wish.

Clock
Drill
Fan, Desk
Fan, Window/Ceiling
Fan, Large
Flashlight
Headphones
Helicopter Harness
Helicopter, Personal
Horseless Carriage
Iron
Jackhammer
Lamp, Desk
Lamp, Ceiling
Mixer Board
Projector
Pump
Refrigerator, Small
Refrigerator or Freezer
Refrigerator/Freezer
Saw
Sewing Machine
Skillet
Space Heater
Speaker, Small
Speaker, Medium
Speaker, Large
Spotlight
Stove
Teakettle
Telegraph key (no crystal)
Toaster
Turntable
Vacuum
Washing Machine
Water Heater

MLP45E Chapter 6: Equipment

Arcanium-Powered Devices

60

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Mixer Board: A control panel with lights, switches, sliders, ports, and dials to
control sources of audio. Connects multiple speakers, turntables, and microphones. A
typical DJ setup usually has a mixer, two speakers, two turntables, and one or more
microphones. A mixer holds one charge, which lasts for one year of normal use.
Pocket Camera: This item is built into a briefcase which includes storage for 12 rolls
of film, extra flashbulbs, a tripod, remote flash trigger, and 5 pounds of other small
accessories. On command, it (and its contents) magically folds down into a small case
the size of a cigar box. A pocket camera holds two charges and lasts six months per
charge.
Projector: A basic projector displays individual photo slides one at a time by using
light to project them on a wall. A typical projector shows one slide at a time which is
manually swapped, but more expensive versions can hold a cartridge of up to 50 slides
which can be advanced by pressing a button. The most expensive type, film projectors,
can show animated movies using large reels of film. A projector holds two charges and
lasts six months of normal use per charge. Slide collections and film reels often have a
vinyl record of narration to be played in accompaniment with the presentation.
Pump: Most larger towns have running water supplied by water towers, but farms
and larger private properties usually have a dug or drilled well. A water pump is usually
used on a drilled water wells wellhead to bring water to the surface, saving several
minutes of manual pumping. It holds three charges and lasts for one year of normal use.
Refrigerator: A small refrigerator will keep a few perishable necessities cool and
fresh, like milk, cheese, and butter. Its what we consider a mini-fridge. It holds two
charges and lasts six months per charge. A normal-sized refrigerator or freezer holds
four charges and lasts three months per charge. Combination refrigerator/freezers cost a
bit more but use the same charges.
Saw: This category includes all manner of woodworking saws: saber saws, chop
saws, circular saws, reciprocating saws, table saws, band saws, scroll saws, and the like.
A saw holds three charges and lasts two months of normal use per charge.
Sewing Machine: Most sewing machines are pedal-driven, but artifice versions
exist. They hold two charges and last for about six months of normal use per charge.
They are often built into their own cast iron and wooden desk.
Skillet: Most skillets are simply placed on a stove range to heat passively. An artifice
skillet supplies its own heat. Its especially popular with wealthy travelers and
adventurers. It holds two charges and lasts for three months of normal use per charge.
Space Heater: A space heater provides heat for one small room. It holds three
charges, each lasting one month of normal use.
Speaker: A set of various-sized speakers in a wood and fabric enclosure. Usually
used in pairs to provide music at a concert or large party or town meeting. Must be
connected to a turntable or microphone. Small speakers hold one charge each, medium
hold two, and large hold four. Fully charged, they last about one year of normal use.
Spotlight: A spotlight comes on a collapsible metal stand, or can be mounted to a
wall or ceiling. It provides light equivalent to a bullseye lantern. It holds three charges
and lasts about four months of constant use per charge.
Stove: A stove has 1-3 ovens for general cooking, and four heated grills on top for
smaller pots and pans. A stove holds four charges and lasts three months of normal use
per charge.

MLP45E Chapter 6: Equipment

Clock: Most clocks are wound with a key or use counterweights to power them, but
artifice clocks also exists. A clock holds one charge and lasts for one year. Alarm clocks have
an integrated bell and cost 10 gb extra. Larger clocks exist and are more expensive.
Drill: A drill ranges in size from a hoof-held portable drill to a large stationary drill
press. It holds three charges and lasts two months of normal use per charge.
Fan: The typical desk fan is about 1 foot in diameter and provides a refreshing breeze
for 1 or 2 people. A window fan could cool a whole room. A large fan circulates air across a
large room. A small fan holds one charge, a window fan holds two charges, and a large fan
holds three. Each lasts about one year of normal use.
Flashlight: A flashlight provides light in a 15-foot cone and dim light in a 30-foot cone.
Its crystal holds one charge and lasts about one year of normal use. Most have a soft
rubber handle for easy mouth gripping.
Headphones: Headphones are large, over-the-ear style. They all hold one charge and
last for one year of normal use.
Helicopter: Cherry Berry is the proud owner of the only helicopter in Ponyville. Like
the automobile, its extremely rare and expensive. A personal helicopter can carry its pilot
plus another 500 pounds of weight. A helicopter has a fly speed of 30 mph (48 km/h) at no
load, 25 mph (40 km/h) at half load, and 20 mph (32 km/h) at full load. It flies by a complex
series of magically-assisted gears which multiply the pedaling power of the pilot many
times over. Its extremely fragile. Any object or creature contacting the blade will likely
destroy it and cause the helicopter to crash. Parachutes are recommended. A helicopter
holds ten charges and operates for about 30 minutes per charge.
Helicopter Harness: This item is a one-of-a-kind propeller-driven harness that allows
Rainbow Dashs pet tortoise Tank to fly with a speed of 30 feet. A similar harness could be
built for another tiny-sized creature with the same stats. It holds two charges and lasts for
one year of normal use. Such a harness sized for a small creature would likely cost 2,500 gb
and require 15 charges, while one sized for a medium creature would cost 5,000 gb and
require 25 charges.
Horseless Carriage: Extremely rare, automobiles in Equestria would look something
like the Ford Model A or T (or like the Super Speedy Cider Squeezy). An automobile can
carry its driver plus another 1000 pounds of weight. On good roads with level ground it has
a speed of 25 miles per hour (40 km/h) at no load, 20 mph (32 km/h) at half load, and 15
mph (24 km/h) at full load. Hilly terrain reduces the speed by half, as do muddy or poor
roads. It holds ten charges and uses one charge per two hours. They are exclusively toys of
the idle rich.
Iron: A clothes iron or hair curling iron is usually just heated on a stove, but artifice
versions exist. They hold two charges and last for six months of normal use per charge.
Jackhammer: Used for breaking up brick, rock, cement, and concrete (and sometimes
stubborn clouds). A jackhammer has five charges, and each charge lasts about one week of
normal use.
Lamp: A lamp is simply the fixture for holding a light bulb. The bulb itself is made of
thick, durable blown glass and has a metal screw on the base for installing in a receptacle.
Inside the base is a small residuum crystal. When turned on (often by a remote switch), the
crystal supplies magic to a thin wire which glows brightly. Equestrian light bulbs dont burn
out (until their crystal runs out of energy, that is). A desk lamp provides light equivalent to
a torch, while a ceiling lamp provides light equivalent to a lantern. A desk lamp has one
charge (two charges for a ceiling lamp) and lasts about one year of constant use.

61

Vehicle Rules
Equestria has a wide range of vehicles, both magical and mundane, from tiny carts to
large wagons, light taxis to full-sized stagecoaches. Trains and hoofcars provide travel by
rail, while balloons and airships provide air travel. Standard D&D rules cover normal
waterborne vessels, while several other types are detailed below.

Vehicle Proficiencies
Vehicle proficiencies are a specialized type of tool proficiency, and count as a tool
th
proficiency for any ability that grants one. In the D&D 5 Edition Players Handbook, there
are two proficiencies for vehicles: land and water. Land vehicle proficiency covers any
number of chariots and wagons which are generally drawn by a beast of burden. In
Equestria such vehicles are usually drawn by an intelligent character who is able to make
their own decisions and guide the vehicle safely, so land vehicle proficiency for harnessed
vehicles and hoofcars is not necessary. Other land vehicles, such as automobiles, bicycles,

Vehicle Proficiency List


Airships
Automobiles
Balloons
Bicycles
Gyrocopter
Water Vehicles

Harnessed Vehicles
A vehicles weight capacity is twice its physical weight, so a small cart weighing 100
lb. can carry 200 lb. of additional goods, and a full-sized stagecoach weighing 2,400 lb.
can carry 4,800 lb. of additional goods. While you are traveling on roads, paths, or level
ground, the weight of a cart and its contents is divided by 10 when determining how
much it counts against your weight limits. Therefore a fully loaded small cart (300 lb.)
counts as 30 lb. towards your carry weight limit, and a fully loaded large cart (1,200 lb.)
counts as 120 lb. On rough ground or significant inclines, the weight is divided by 5
instead of 10. Wagons and stagecoaches have a long tongue that can allow up to six
characters to be harnessed to the vehicle.
For pegasi and other flight-capable races, the sky hauler cartoon physics ability
allows them to pull harnessed vehicles through the air as long as the weight does not
exceed their limit. See chapter 8 for details on this power.
The table below shows the price, weight, capacity, and total points of Strength
required to pull the wagon on level ground. For example, a small stagecoach requires 36
points of Strength total. Three characters with a 12 Strength could pull a fully-loaded
small stagecoach across level ground. This assumes they arent carrying additional gear
on their persons.

cheezedoodle96.deviantart.com

and even roller-skates have their own proficiencies. MLP45E also adds air vehicle
proficiency, for airships and hot air balloons.

Harnessed Vehicles List


Vehicles
Carriage, Small
Carriage, Medium
Carriage, Large
Cart, Small
Cart, Medium
Cart, Large
Stagecoach, Small
Stagecoach, Medium
Stagecoach, Large
Taxi
Wagon, Toy
Wagon, Small
Wagon, Medium
Wagon, Large

Price
50 gb
75 gb
115 gb
5 gb
12 gb
25 gb
200 gb
275 gb
350 gb
100 gb
1 gb
50 gb
75 gb
115 gb

Weight
200 lb.
400 lb.
600 lb.
100 lb.
200 lb.
400 lb.
1800 lb.
2100 lb.
2400 lb.
400 lb.
50 lb.
700 lb.
1000 lb.
1500 lb.

Capacity
400 lb.
800 lb.
1200 lb.
200 lb.
400 lb.
800 lb.
3600 lb.
4200 lb.
4800 lb.
800 lb.
100 lb.
1400 lb.
2000 lb.
3000 lb.

Str Req.
8
16
24
4
8
16
36
42
48
8
2
14
20
30

MLP45E Chapter 6: Equipment

Teakettle: Most teakettles are simply placed on a stove range to heat passively. An
artifice teakettle supplies its own heat. Its especially popular with wealthy travelers and
adventurers. It holds two charges and lasts for three months of normal use per charge.
Telegraph: A telegraph machine allows operators trained in horse code to
communicate from miles away. A telegraph machine can power up to 20 miles of cable per
charge (so a 5-charge telegraph could power a 100-mile distance). The other end must be
connected to a second telegraph machine, so two machines with 5-charge crystals could
cover a 200-mile span. Fully charged, a telegraph machines crystal lasts for one year of
normal use. The price of the cable is not included. Most larger towns have a post office
with at least one telegraph machine and trained operator.
Toaster: A toaster toasts two slices of bread or bagel halves. It holds one charge and
lasts for one year of normal use.
Turntable: A record turntable plays music or speech physically encoded on vinyl discs.
Most have a single small speaker, although some better models have larger built-in
speakers, and output ports for even larger speakers. A turntable holds one charge and lasts
for one year of normal use.
Vacuum: A typical vacuum is a small metal barrel on four wheels with a long hose
coming out of the top. Various attachments snap on to the end of the hose. A vacuum
holds two charges and lasts six months of normal use per charge.
Washing Machine: A washing machine has a keg-sized metal tub that agitates back
and forth with roughly 50 gallons of water and clothes inside. A pair of motor-driven or
crank-driven rollers are used to wring the water out of clothes, which are hung outside to
dry (or indoors, over winter). A washing machine holds four charges and lasts three months
of normal use per charge.
Water Heater: A water heater provides hot running water for a typical one-kitchen,
two-bathroom house. It holds six charges and lasts for two months of constant use per
charge.

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Carriage: Small, 4-wheeled passenger vehicles usually used for local travel within a city
or village, carriages are usually drawn by a single driver. They seat two, four, or six
passengers, with limited space for baggage. Their wheels are cushioned by iron springs for
a smooth ride.
Cart: Simple, two-wheeled carts come in small, medium, and large sizes. Some carts
have folding legs to keep them level when not harnessed. A waterproof cloth and wood
frame cover for a cart costs 10% of the carts cost and weighs 10% of the wagons weight.
Stagecoach: The most comfortable means of travel when rail is unavailable,
stagecoaches come in small, medium, and large sizes. Coaches have seats on the front and
back, a large enclosed compartment for passengers, and storage space on the roof and in
the rear for baggage. They seat 8 passengers for smaller coaches, up to 18 for the largest.
Its axles are cushioned by iron springs for a smoother ride.
Taxi: A taxi is a small, four-wheeled wagon with comfortable, covered seating for two,
or cramped seating for up to four. Like a stagecoach, its axles have iron springs to make for
a smoother ride. Its usually pulled by a single driver.
Wagon: Four-wheeled wagons come in toy, small, medium, and large sizes. Wagons
have a seat on the front and a large square compartment in the rear for goods. A
waterproof cloth and wood frame cover for a wagon costs 10% of the wagons cost and
weighs 10% of the wagons weight.

Hot air balloons are used to get around quite often in Equestria. In the real world,
balloons simply travel in the direction of the wind. A balloon pilot can often change their
heading by increasing or decreasing their altitude. In the northern hemisphere of Earth,
increasing your altitude generally will let you turn the balloon right, and decreasing your
altitude will let you turn the balloon left. In areas of uneven terrain, this may not be true at
all.
Whether Equestria follows similar rules is a mystery. In order to tell what direction the
winds above and below the balloon are blowing, pilots often send up miniature balloons to
see what direction they blow, or spit over the edge of the basket to see which direction it
falls.
Equestria, with its weather controlled by the pegasi, may have dedicated balloon
travel lanes designated in the sky, where the winds always blow a particular direction,
making it easy to get from one town to another via balloon. Its quite possible that this is
what let Pinkies and Spikes balloon in Fall Weather Friends travel so conveniently directly
along the race route, or what brought Twilights balloon directly from Canterlot to
Ponyville, and from Ponyville to Cloudsdale. Maybe its simply a matter of pre-arranging a
flight plan with the local pegasi, so they can set up a prevailing wind pattern for the day
custom-tailored to your requirements!
The table below shows the price, weight, capacity, and size of a number of different
balloons. We can conveniently ignore the fact that a hot air balloon requires a source of
hot air in order to rise, because none of the balloons seen so far in the show has had one.
Also, because magic.

MLP45E Chapter 6: Equipment

Hot Air Balloons

63

Hydra vs. Shield, Equestria Style by Harwick

64

MLP45E Chapter 7: Gameplay

cheezedoodle96.deviantart.com

th

Add the following new actions to the list of 5 Edition D&Ds actions

Help Up
A helping hoof is always appreciated.
When you are adjacent to a friend whos prone, you can use a bonus action to help
them up. Your friend can then use their reaction to stand up.

Overrun
When someone tries to block, show them that you rock.
Use this action in combination with the dash action. You can attempt to move through
the space of any opponent using brute force or agility. Each time you do so, you provoke
opportunity attacks. Then contest your Strength or Dexterity (your choice) against their
Strength or Dexterity (their choice).
If you win the contest using your Strength, the opponent is pushed to the side and you
continue with your movement. If you win the contest using your Dexterity you just move
through the opponents space and continue with your hustle action.
If the opponent wins, your movement ends immediately and youre knocked prone.

A Dejected character is depressed and unmotivated. This condition is more


pervasive than most, but its effects are primarily felt out of combat as opposed to in
combat, where adrenaline temporarily ameliorates most of its symptoms. This condition
is often imparted after failure in a skill challenge or when some other personal disaster
occurs. If the character enters a dangerous situation (determined by the GM) its effects
are suppressed temporarily. Dejected applies these effects when not in combat:

Disadvantage on all d20 rolls

Enemies have advantage on attacks and contests

-5 penalty to initiative

Cannot use Zingers


The Dejected condition can usually be ended with a DC 15 Wisdom save at the end
of every hour the character is affected (include disadvantage). If the character is in a
dangerous situation when this check would occur, it is delayed until after the danger
subsides. During a short rest, if any friends successfully roll a DC 20 Charisma
(Persuasion) check, you do not have disadvantage when you roll the Wisdom save to
attempt to remove the condition. A reversal of whatever situation caused the Dejected
condition also ends the effect (as determined by the GM).

cheezedoodle96.deviantart.com

Dejected

New Actions

Marked
A marked character is distracted by an opponents threat. If you are marked, you
take a -2 penalty to attack any creature other than the one that has marked you.

The standard D&D 5th edition conditions are all in use and unchanged: Blinded,
Charmed, Deafened, Frightened, Incorporeal, Intoxicated, Invisible, Paralyzed, Prone,
Restrained, Stunned, and Unconscious. You can find them on page 25 of the How to Play
playtest document.
The following new conditions codify some of the stealth conditions that are present
in some 5th-edition feats, spell effects, and class abilities which, for whatever reason,
arent standardized in D&D 5es condition rules. This makes it easier to reuse use these
effects later on in other new spells and class abilities, and remember how they work
without having to look them up.

Dazed
A dazed character cannot take reactions.

Dazzled
A dazzled character is nearly blinded by a bright light, and takes a -2 penalty to all d20
rolls and to AC.

Stressed
A Stressed character is preoccupied with other thoughts in the back of their mind
and is distracted from their current task. Stressed characters take a -1 penalty to all d20
rolls.
The Stressed condition can usually be ended with a successful DC 15 Wisdom save
at the end of every hour the character is affected (include the -1 penalty). During a short
rest, if any friends successfully roll a DC 15 Charisma (Persuasion) check, you have
advantage when you roll the Wisdom save to attempt to remove the condition. A
reversal of whatever situation caused the Stressed condition also ends the effect (as
determined by the GM).

Terrified
Terrified is a step above the Frightened condition, and includes its effects. A
Terrified character is panicking and finds it impossible to focus on the task at hand. A
character that is already frightened who receives the frightened condition again from a
different effect becomes terrified. Creepy locations and ghastly creatures often impart
this condition. Terrified applies these effects:

Disadvantage on attack rolls and ability checks while the source of its fear is
within line of sight.

Cannot willingly move to a position where it would end a turn closer to the
source of its fear than where it started.

MLP45E Chapter 7: Gameplay

New Conditions

65

Rules Modifications
th

The rules in this section are modifications to existing 5 -edition D&D rules. Some (like
the humanoids rule) are necessary for the game to work, while others simply fit the
cartoon nature of Equestria.

Weapons
Between hooves, horns, claws, jaws, and tails, the various races of Equestria have a lot
of natural weapons available to them. In most cases, however, manufactured weapons
such as swords, bows, and axes are still more effective. The following simple rules
adjudicate how Equestrian races interact with them.
In general, there's four melee fighting styles in D&D: single weapon, dual weapon,
two-handed weapon, and weapon/shield.

Single Weapon, Dual Weapons


A single one-handed weapon is usually gripped in the mouth (for quadrupeds), or in a
foreclaw or hand (for dragons, griffons, hippogriffs, and minotaurs). You use your action to
attack with that weapon, and you can then use a bonus action to make an attack with a
natural weapon, whether it be a hoof, bite, claw, or horn attack. Note: minotaur horns are
not a finesse weapon and so cannot be used as a bonus action attack.
Bonus action attacks are resolved like an off-hand attack in regular D&D. You make an
attack roll, adding your proficiency bonus and either your Strength or Dexterity bonus. On a
hit, the attack deals damage equal to the natural weapons base damage die with no ability
score bonus.
For creatures with both claws and a bite attack, such as a griffon or dragon, they can
choose from round to round whether to make their bonus action attack with an empty
claw, a finesse weapon held in that claw, or their bite.

Two-Handed Weapon
Due to their strong neck and jaw muscles, quadrupeds can wield a two-handed
weapon by gripping it with their mouth. Dragons, griffons, minotaurs, and hippogriffs lack

the mouth dexterity to do so, but they can use their hands or claws to hold the weapon
instead. The weight of these weapons prevents a character wielding one from using a
bonus action to make a natural weapon attack.

Weapon and Shield


Quadrupeds grip the weapon with their mouths, but the shield must be strapped to
a foreleg, limiting dexterity. As above, a character with a weapon and shield equipped is
unable to use a bonus action to make a natural weapon attack.

Natural Weapons & Feat Interactions


Some feats from the D&D 5th Edition Player's Handbook function slightly differently
for Equestrian characters. See below for details on each feat.

Defensive Duelist: You have to be eligible to make an attack or bonus


action attack with a finesse weapon (including natural weapon attacks) in
order to use this feat's ability.

Dual Wielder: A quadruped can only qualify for this feat's benefits if they
are not using a two-handed weapon. Possessing a natural weapon attack
qualifies you for the feat's AC bonus. In addition to the feat's other
benefits, the damage die of your natural weapon attacks increases one
size (from 1d4 to 1d6, 1d6 to 1d8, etc.).

Polearm Master: You can use your bonus action to attack with either the
weapon's opposite end or with one of your natural weapon attacks.

Tavern Brawler: Ignore the bullet point about your unarmed strike
damage increasing to 1d4, as this does not apply to Equestrian characters.
Instead, increase the damage die of your natural weapon attacks by one
size (from 1d4 to 1d6, 1d6 to 1d8, etc.).

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Cannot use reactions or Zingers unless they would allow a chance to remove or
counter Terrified.

At the start of its turn, a Terrified creature rolls 1d4 and consults this table:
1: Use its movement and action to hustle in a random directions (roll
1d8 for each direction).
2: Use no movement, and use its action to dodge.
3-4: Act normally.
A character who rolls the act normally result while terrified can use their action to
attempt a DC 15 Wisdom or Charisma check to end the condition. A friend within 20 feet
can also use their action to roll a DC 15 Charisma (Persuasion) check. On a success, the
terrified character can make a free attempt at the Wisdom or Charisma check to end
terrified.

Natural Weapon Damage Limits


Several racial abilities and feats increase the size of the damage dice of your natural
weapons. Regardless of the number of such abilities taken, the damage die of your
natural weapons can never improve beyond 1d12.

Monk Martial Arts and Natural Weapons


Racial traits or feats which increase the size of the damage die of your natural
attacks also apply to your monk martial arts die, however it can never increase beyond
1d12 damage.

Humanoids
Many spells and effects in D&D 5th edition affect only humanoids. Normally, ponies
and other quadruped or monstrous races such as dragons, deerfolk, or changelings
would be considered beasts and not humanoids. For the purpose of judging whether or
not such spells and abilities will affect a character, treat all the Equestrian player
character races as humanoids. Advanced versions of such creatures, like a large-sized
dragon, would no longer count as humanoid.

MLP45E Chapter 7: Gameplay

66

Long Jump: If you walk at least 10 feet and then make a long jump, you leap a
number of feet up to your Strength score +5. Otherwise, you can leap only half
that distance.
High Jump: If you walk at least 10 feet and then make a high jump, you rise a
number of feet into the air up to 5 + your Strength modifier. Otherwise, you
can jump only half that height (minimum 2 feet). In either case, you can reach
above you with your mouth during the jump, reaching above you a distance
equal to the height of your jump plus your height (typically 4 feet).
Jumping Down: You take no damage when you intentionally drop 15 feet down
or less, and you land standing up.

Stacking
Everyones seen the scene before: the heroes are in a creepy old mansion, and they all
peek around the corner at once, stacked on top of each other. Or they all hide behind the
one brave friend whos sneaking across the room. As long as the heroes arent in combat,
ignore stacking rules, allowing multiple characters to occupy the same space.

Riding Another Character?!


Humanoid creatures such as dragons, diamond dogs, and minotaurs can ride
quadruped characters if the latter are willing to humor them. In order to do so effectively,
the character serving as the mount must be at least the same size as the rider and must be
strong enough to carry them without becoming overloaded. Each character acts on their
own initiative and takes their own actions. Other rules follow the standard mounted
combat rules in the D&D 5th Edition Player's Handbook.

Optional House Rules


The rules in this section are optional. The GM chooses whether or not to use each one,
so ask the GM before assuming whether they are in use!

Start at Level Three


th

Levels 1 and 2 of 5 Edition D&D represent novice adventurerscharacters who are


just taking their first steps into becoming a hero. These levels can also be especially deadly,
and a single bad roll can occasionally end a characters life. If you wish to start your game
with characters who have been to the rodeo a few times (so to speak), consider starting all
player characters at level 3. If you use this rule, you may also want to grant characters extra
starting money. 10d6 x 5 gb is a good amount.

Freebies
If you have a small group (4 or fewer members) or you wish to increase the
flexibility and customization options available to the players, consider granting all
characters a bonus feat and/or proficiency. Choose one of these options for all player
characters to use:

All characters receive a bonus feat at level 1.

All characters receive a bonus skill, tool, language, or weapon proficiency


at level 1.

Both of the above.


Effect: This increases player character power a fair amount, but it also increases
their individuality and makes them more tactically flexible. GMs should be aware and
adjust the difficulty of their adventures appropriately, and consider allowing the
occasional monster or NPC to have access to feats, as well.

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Cartoon characters have an easier time jumping than people in real life. Use the
following rules for jumping:

Effect: Characters will have a few more class abilities, spells, and especially hit
points. If youre using a premade adventure for starting characters, it will need to be
adjusted upward in difficulty a bit, although this is fairly easy.

Extra Hit Dice


Since low-level characters need to take long rests frequently, you may want to
consider increasing the maximum hit dice of each player character by 2 to 5. For
example, level 1 characters usually have a single hit die to spend during short rests to
recover HP. Under this house rule, level 1 characters would have 3 to 6 hit dice. Note
that this does not increase their maximum HP.
Effect: This rule lets characters recover more HP during short rests, potentially
allowing them to continue adventuring for longer periods before they need to take a
long rest. It does not reduce encounter difficulty. It also will slightly increase the power
of classes that recover abilities after short rests, such as battlemasters and warlocks,
while it slightly weakens classes which recover abilities after long rests, such as most
other spellcasters. On the other hand, bards, clerics, druids, and paladins will probably
not need to spend as many of their spells on healing the party, so they may come out
ahead under this house rule.

Extra Hit Points


In order to make low-level characters more durable in combat, consider giving each
character bonus hit points at level 1. An amount equal to half of their Constitution score
or a flat amount, like 6, 8, or 10 for all characters, is a good number to experiment with.
Effect: This would let each character take one or two more weapon hits at low
levels before falling unconscious. Of course this will make encounters less deadly, but it
will also make it take longer to restore these hit points when the characters take short
rests and spend hit dice to heal. If you use this option, you may want to also use the
Extra Hit Dice rule above, and grant 2 or 3 extra dice.
At mid to high levels, these extra HP will be almost unnoticed as player HP ramps up
quickly.

MLP45E Chapter 7: Gameplay

Jumping

67

Spell Fixes
th

General consensus is that a few spells in D&D 5 Edition are underpowered. Consider
applying these changes to the following spells.

Mordenkainens Sword: You can attack twice per turn with the sword, once
using your action and once using your bonus action. The sword scores a
critical hit on a 19 or 20 and does not require concentration to maintain its
duration.

Spare the Dying: Increase the range to 30 feet.

Witchbolt: Increase the initial and secondary damage to 3d6. With each
extra level of spell slot used to cast it, increase the initial and secondary
damage another 2d6.

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Consider allowing characters who are proficient in light armor to gain the AC benefit
of leather armor while not wearing any armor, due to their own naturally thick hides.

MLP45E Chapter 7: Gameplay

Thick Hides

68

Player Access

Powers Known:
All MLP45E characters know the three automatic cartoon physics powers: Hold Your
Horses, Pancake Landing, and Seeing Stars. These powers are fixed and cannot be changed.
At first level, characters also gain two free cartoon physics power slots which can be used
to learn any cartoon physics power you like. As they increase in level, characters receive
additional power slots (see the chart below). Finally, most flying characters also receive the
Sky Hauler power for free (see the individual racial descriptions).

Activation & Recovery:


Cartoon physics powers are activated by spending the appropriate action and cartoon
physics points. These points are a daily resource. Any points you spend are recovered after
you complete a long rest. First-level characters receive 4 cartoon physics points per day,
and additional points as they increase in level. Some feats provide additional points and
allow additional recovery options.

Swapping Powers:
When you complete a long rest, you can choose to swap one or more of the powers in
your free power slots. If you gain any additional slots through feats or other means, they
can be used in the same manner.

Cartoon Physics Power Summary


Level
1
5
9
13
17

Free Slots
2
3
4
5
6

Points per Day


4
6
8
10
12

Boss-type opponents should have free access to the automatic powers plus 1 to 4
additional powers, depending on their level. You will want to track cartoon physics
point usage on these creatures in the same way a PC would.
Common enemies should have access to the three automatic powers if the scene
calls for it and it would be funny. Id also recommend letting the NPCs as a group
use learned powers two to four times during each encounter. For example an ogre
might use Fastball Special to throw his diamond dog friend, while a sneaky kobold
uses Ride Em Cowpony to jump on a PCs back. If theres five or more player
characters, increase the number of uses by one or two. Theres no need to track
point usage for such opponents, but be reasonable about it.
I would avoid giving opponents regular use of the ability-enhancing powers
Adrenaline Rush, Level-Headed, Ninja Moves, Puppy-Dog Eyes, and Thinking Cap.
Players would get resentful if you used triple-advantage feature of those powers
to frequently thwart their abilities.

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This rules module simulates some of the off-the-wall things that cartoon characters
can do in defiance of real-world physics. If you ever wanted to forget to fall when you walk
off a cliff, or blow through a wall leaving behind a hole shaped like you, this is your chapter.
As this subsystem is optional, check with the GM to see if he or she is allowing it
beforehand.

Optional Cartoon Physics Rules:


Restful Recovery
Once per day after a short rest, characters can recover spent cartoon physics points
up to half their total maximum points. If you use this option, Id suggest letting
opponents use one or two additional powers per encounter.

Automatic Powers
Hold Your Horses
You bite down on her tail, but she just kept running, and took you along for the ride.
This power can be used in two ways:
Drag someone along: As a bonus action (2 points) you drag an adjacent creature
along with any movement you use this turn and release them at the end of your turn. If
the creature is resisting or is grabbed or restrained in some way, you contest your
Strength against the opposing force.
Go along for the ride: Activate as your reaction (2 points) when an adjacent
creature moves away from you. You can either let yourself be dragged along (letting go

MLP45E Chapter 8: Cartoon Physics

Cartoon Physics Overview

Opponent Access

69

After a long fall, youre flattened like a pancake but get up unharmed a few moments later.
Activate when you fall. When calculating damage you take for falling, reduce the
distance by 30 feet for each point you spend. You are then prone and stunned until the
start of your next turn. If you landed on dirt or other soft ground, you leave a shallow
crater behind.

Seeing Stars
After getting walloped, people often stagger around a few moments, with stars or birds
circling around their head.
This power can be used in two ways:
Stun someone: Activate as a part of your attack (2 points) when you hit an opponent
for damage. Reduce the damage by half, but the target is stunned until its next turn.
Stun yourself: Activate as your reaction (2 points) when you are hit for damage.
Reduce the damage by half, but you are stunned until the start of your next turn..

Learnable Powers
Adrenaline Rush
When the need arises, you can call on uncanny strength reserves.
Activate when you roll a Strength or Constitution check or save (2 points). You roll
3d20 and take the highest result, and you never have advantage or disadvantage on this
roll. Until the end of your next turn, your weight limits are five times higher than normal,
and any melee or thrown attacks you make have advantage on the damage roll. You can
also break through one or two thin walls of wood, plaster, or drywall during your
movement each round.

Afterburners
You move so quickly you leave a streak of light in your wake.
Activate at the start of your turn (2 points). Your flying speed is five times normal. In
addition, you leave a trail of colored light in your wake thats unique to you (usually the
same color as your tail), which lasts until the end of your next turn. Once you activate this
power it lasts as long as you concentrate, up to a number of minutes equal to your
Constitution bonus (minimum 1 minute). If you spend 4 points when you activate this
power, your fly speed is multiplied by 10 instead of 5.
While youre using this power you have a much harder time maneuvering and
stopping. For each ten feet you move forward, you can move five feet diagonally. It takes

Ambush Bush
Need to stay hidden but theres no cover? Just take the cover with you.
Activate as a bonus action (1 point). You can pick up an adjacent bush, crate,
cardboard box, rock, or other suitable object thats large enough to hide behind, inside,
or underneath and can use it as cover to make Dexterity (Stealth) checks to hide. If you
move more than 10 feet per round while carrying your cover, your opponents have
advantage on checks to notice or locate you. Once activated, this power lasts until you
are spotted or you end it. You can combine this power with Hide Anywhere in order to
hide behind much smaller objects.

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Pancake Landing

you at least 30 feet to stop safely. This doesnt normally hinder you but the GM may ask
for a Dexterity (Acrobatics) check for any fancy maneuvers you attempt.

Cram Session
With access to a library or knowledgeable friends, you can quickly learn the basics of a
new skill, tool, or weapon
Requirement: To use this power you must first engage in a cram session taking a
total study time of 24 hours minus your Intelligence score. During that time you need
access to a friend proficient in the subject, or a well-stocked library.
Activate at the end of the cram session (2 points). You gain proficiency in one skill,
tool, or weapon until you complete a long rest. You can refresh this power without
needing the lengthy cram session by spending the required points again at the end of
each long rest as long as you refresh the power every day.

Dont Look Down


If you keep on running, you can run right off a roof, cliff or pier and keep going until you
notice youre not on solid ground anymore.
Activate as a part of your movement (2 points). If you move off of solid ground, you
do not fall or sink until the end of your current turn. If you spend 4 points instead, you
do not fall or sink until the end of your next turn.

Eldritch Blaster
Hokey religions and ancient weapons are no match for a good unicorn at your side,
kid. Unknown
Activate as a part of your movement (2 points). You pick up an adjacent friendly
conscious unicorn or other creature who knows the Eldritch Blast cantrip. You can then
fire off Eldritch Blast as your action by pointing their horn at a target and using them like
a gun. You use the higher of your Dexterity or your friends magic ability, and the higher
of your or the friends proficiency bonus. Use the friends level to determine if you get
Eldritch Blasts multiple attacks.
While this power lasts, your friends weight doesnt count against your carry weight
limits, and he or she moves along with you whenever you move. If they move on their
own or take any action on their turn other than using Eldritch Blast, this power ends.
Otherwise you can continue to use Eldritch Blast each turn with no further cost in
cartoon physics points.

MLP45E Chapter 8: Cartoon Physics

at any time) or you can attempt to stop the creature's movement. In that case, contest
your Strength against the target's. On a success the target's movement ends. On a failure
you can either let them go or go along for the ride, as above.

70

Lacking a ranged attack? Throw your buddy.


Activate as your action (2 points). You throw an adjacent friend up to 10 feet plus five
times your Strength bonus. If they have wings, triple this distance. The friend can then use
their reaction to make a melee attack against an opponent adjacent to where they land.
Your friend has advantage on the attack and damage roll.

Flank Check
A bump from your rump will send them flying.
Activate as a bonus action (1 point). You push an adjacent creature 10 feet away from
you if it is not more than one size larger than you. If you spend 2 points instead, the target
is also knocked prone.

Hammerspace
You always seem to have just the right thing on-hoof for the situation. No idea where you
kept it all this time though.
During a rest you can stow inanimate objects of size small or smaller in a null space
that defies reality. The weight limit of stowed objects is equal to your normal carry weight
limit. Essentially, you have two separate inventories: one for your stowed objects, and one
for your carried or worn objects. If youre unable to resist, other characters can go through
all your pockets and pull out all the items you have stowed in random order. Finding each
one requires a contest of the searchers Intelligence (Investigation) or Wisdom (Perception)
against your Dexterity (Stealth).
Activate as a bonus action (1 point). You retrieve one of the stowed objects, usually by
pulling it out from behind your back, from a pocket, or out of your bushy mane or tail.

Hide Anywhere
Hiding behind an inch-thick sapling is tricky but youve had lots of practice.
Activate as part of your movement (1 point). You can use any small-sized or larger
object or creature in your square or adjacent to you as sufficient cover to make a Dexterity
(Stealth) check. Example items include mailboxes, small bushes, trash cans, wheelbarrows,
drinking fountains, and the like. If you use a creature to hide behind, you are no longer
hidden if it moves away from you, unless you use readied actions to move with them. Once
activated, this power lasts until you are spotted or you end it.
You can combine this power with Ambush Bush in order to take your cover with you
while moving (although a creature youre using for cover might object to this treatment).

Horseyback Ride
You have no trouble carrying a friend around. Its almost like they werent even there.

Level-Headed
When the need arises, you can call on that rare and elusive power of common sense.
Activate when you roll a Wisdom check or save (2 points). You roll 3d20 and take
the highest result, and you never have advantage or disadvantage on this roll. Until the
end of your next turn, you cannot be Charmed, Frightened, Marked, Stressed, or
Terrified (remove any of those conditions affecting you), and any Wisdom-based spells
or attacks you use have advantage on the damage roll.

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Fastball Special

This ability is always active, and has no activation cost. You can carry a friend of
your size or smaller on your back, without counting their body weight against your
carrying limit. If they are a larger size category than you, their weight counts as half
normal.

Mischievous Critter
Good boy Angel! Mommas so proud. Unkind Fluttershy
Activate as a bonus action (2 points) and contest your familiar or pets Dexterity
against the Strength or Dexterity of a creature next to it. Your pet has advantage on this
check and can use your proficiency bonus. If your pet wins, the target suffers one of the
following effects. Multiple effects can be added for 2 points each.

Reduce the targets speed by half until the start of your next turn

Move the target 10 feet in any direction

Daze the target until the start of your next turn

Knock the target prone

Ninja Moves
When the need arises, you can call on uncanny agility reserves.
Activate when you roll a Dexterity check or save (2 points). You roll 3d20 and take
the highest result, and you never have advantage or disadvantage on this roll. Until the
end of your next turn, you cant be grappled, knocked prone, forcibly moved, or have
your speed reduced, and any finesse melee or ranged attacks you make have advantage
on the damage roll.

One Step Ahead


Somehow you can keep up with someone, no matter how fast or far they move.
Activate as your reaction (2 points) when a creature within 20 feet of you ends its
turn further away from you. You disappear and reappear behind, inside, or under an
object of your size or larger within 20 feet of the triggering creature (including around
the corner of a wall). You can combine this power with Hide Anywhere if you like, to
appear behind smaller objects. You cant use this power if theres no suitable object near
the creature, if you are jailed, shackled, tied up, or have your movement restricted in
any way, or if the target creature teleports.

Phantom Fingers
What do you mean, hooves dont work that way.? Mine do. You cant explain that!

MLP45E Chapter 8: Cartoon Physics

You can also choose to pick up an unwilling unicorn who knows Eldritch Blast. In that
case you use your own Dexterity bonus and proficiency bonus for the attack roll, and this
power ends at the end of your turn.

71

Arent you going to stay for dessert? Apple Bloom


Activate when you roll a Charisma check or save (2 points). You roll 3d20 and take the
highest result, and you never have advantage or disadvantage on this roll. Until the end of
your next turn, all opponents within 30 feet of you are Charmed by you, and you are
treated as if you had a 20 Charisma.

Reverse Psychology
You engage in a battle of wits and convince your opponent to take the action they didnt
want to take in the first place.
Activate as your action (2 points). You engage in conversation with a NPC and use
trickery and guile to convince them to take an action they normally wouldnt. Contest your
Charisma (Deception) against the NPCs Wisdom (Insight). If you win, on the opponents
turn it takes the action you convinced them to do as long as it isnt immediately harmful to
them or their friends. The use of this power goes above and beyond what can be
accomplished simply by using Charisma (Persuasion) to persuade them.
For example, Pinkie Pie convinced a tomato vendor to give her a 50% discount, and
she also persuaded Iron Will to come back tomorrow to collect Fluttershys payment. You
could also con a guard into letting you and your friends past, dare a troll to lift a boulder
(which happens to be blocking your exit) as a show of strength, or taunt a goblin leader into
a one-on-one boxing match for the right to let you through their territory unharmed.

Ride Em Cowpony
You leap on top of the beast and ride it around.
Activate as part of your movement (2 points). You can move into the space of a
creature one or more sizes larger than you. The target creature receives no opportunity
attacks for this movement, though others might. While you are in the creatures space you
gain these benefits:
Whenever the target moves, you can use your reaction to move along with it. This
movement does not provoke opportunity attacks.
You are Invisible to the target (although it knows exactly where you are) unless it has a
long neck, eyes in the back of its head, or it senses without eyes (such as an ooze).
The target can use a bonus action to attempt to shake you off by contesting its
Strength (Athletics) against your Dexterity (Acrobatics). If it wins the contest, you move to
an adjacent space and fall prone.

Running Wind-Up
The first few seconds you start running, your legs just move so fast theyre a blur, but you
dont go anywhere. Once you get traction though, you zoom away in a cloud of dust.
Activate in place of your walking movement (2 points). If you use the Disengage or
Hustle action this turn, you go three times as fast as normal for that action.

Ohmygosh! Look out for that ferocious cragadile!


Activate as a bonus action (2 points). Contest your Charisma (Deception) against the
Wisdom (Insight) of a creature within 30 feet. You have advantage on this check. If you
win, you spook the target and move it 20 feet in any direction (even vertically). This
works even if the target is climbing, flying, restrained, prone, or stunned. If you moved
them vertically they can grab onto any objects overhead (DC 10 Strength save) and take
no damage if they fall. Constructs are immune to this power. Your friends can voluntarily
fail this contest.
If you spend 4 points and use your entire action to activate this power, you can
affect all creatures within a 50-foot cone.

Sixth Sense

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Puppy-Dog Eyes

Scaredy-Cat

A twitchy tail? Somethings about to go down.


Activate as your reaction (2 points) when you suffer a surprise attack from a
creature, trap, or environmental hazard. The next attack made against you has
disadvantage, and you have advantage on your next check or save needed to avoid a
trap, hazard, or spell.

Sky Hauler
Pegasi and other flying creatures can extend their magic around objects they are
harnessed to, enabling them to pull them through the sky.
Prerequisite: You must be capable of winged flight.
Activate when you are hitched to a cart, wagon, chariot, or other vehicle (1
point). If the object and its contents do not exceed your towing weight limit, you can
pull the vehicle through the air at your full flying speed, as easily as if it were on the
ground (see Chapter 6). You can even stop in place and hover with it. Multiple pegasi
can use this power in unison to haul large carriages and wagons, combining their weight
limits. The object is still subject to momentum, so if you stop suddenly it will want to
continue moving.
The effect lasts a number of hours equal to 2 plus your Constitution bonus
(minimum 1 hour). If the effect expires you can refresh it mid-flight by activating this
power again. If you cannot refresh it or the weight of the object exceeds your drag limit
(if too much is loaded into the cart), you must descend immediately and cannot gain
altitude until the weight is reduced.

Snap Out Of It
Sometimes all it takes to break someone out of a stupor is a firm wallop across the face.
Activate as your action (2 points), as you smack an adjacent friend. End any
Charmed, Dazed, Frightened, Marked, Stressed, or Terrified condition affecting that
friend. If they are suffering some other mind-affecting condition that allows saves or
checks to end it, they can immediately make such an attempt for free.

Ten Wingpower

MLP45E Chapter 8: Cartoon Physics

This ability is always active, and has no activation cost. Things just seem to stick to
your hooves, almost as if you had invisible claws like a dragon or griffon. While you have
this ability your Dexterity score increases by 1 (to a maximum of 20).

72

The Horn Knows


I had no idea where my horn was taking me. But unicorn magic doesn't happen without a
reason. Rarity
Prerequisite: You must be a member of a race that is capable of using arcane magic.
Activate as your action (2 points) and roll a DC 10 Wisdom (Insight) check. On a
success, you receive a subtle hint from the GM on any subject. This might take the form of
your horn(s) leading you somewhere, pointing at something or someone, or giving you a
sudden mental picture.

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Flap your wings hard enough and you can knock your opponents down and blow them
away.
Prerequisite: You must be capable of winged flight.
Activate as your action (2 points). Contest your Strength, Dexterity, or Constitution vs.
the Strength of creatures in a 30-foot cone. Any creatures you beat are pushed 20 feet. If
you beat them by 5 or more, they are also knocked prone. Gaseous or swarm creatures
have disadvantage on this contest. Creatures one or more sizes larger than you have
advantage. Any clouds (natural or magical) in the area are destroyed.

Thinking Cap
When the need arises, you can call on your uncanny knowledge of trivia.
Activate when you roll an Intelligence check or save (2 points). You roll 3d20 and take
the highest result, and you never have advantage or disadvantage on this roll. Until the end
of your next turn, you are proficient in all weapons, skills, and tools, and any Intelligencebased spells or attacks you use have advantage on the damage roll.

You grab your trusty whistle (or a nearby bird) and blow out a long, loud tweet, getting
everyones attention.
Activate as your action (2 points). Any combat or argument ends immediately. If
anyone decides to take a hostile action, everyone re-rolls initiative first and then acts in
that order. If you try to use this power a second time in the same battle, it has no effect.

Wall Jump
You leap up and kick off a wall, enabling you to increase your jump height significantly.
Prerequisite: You must be trained in Acrobatics or Athletics.
Activate as a part of your movement (2 points). When you end a jump next to a wall,
you can jump another 15 feet away from the wall in the opposite the direction you
approached it from. If you use the dash action this turn, you can wall jump two more times
at 15 feet each. Each time you wall jump you rise 5 feet higher off the ground. If your
ground speed is 90 feet or better, you can wall jump three times per movement or dash
action instead of twice.

MLP45E Chapter 8: Cartoon Physics

Time Out!

73

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Coming Soon!

MLP45E Chapter 9: Zingers

Zingers

74

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Coming soon!

MLP45E Chapter 10: Bestiary

New Creatures

75

Cheezedoodle

Cheezedoodle96@gmail.com

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Contributing Artists
I want to especially thank all of the artists who agreed to allow their wonderful artwork to be used. Please visit them and give them some
appreciation. They retain their individual rights to their art.

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Design & Development (AKA: Where to direct complaints)

Atonewiththepants
http://atonewiththepants.deviantart.com/

Equestria-Prevails
http://equestria-prevails.deviantart.com/

Harwick
http://harwicks-art.deviantart.com/

Kilala97
http://kilala97.deviantart.com/

Sirzi
http://sirzi.deviantart.com/

TheShadowStone
http://theshadowstone.deviantart.com/
http://vest.deviantart.com/

Yakovlev-Vad
http://yakovlev-vad.deviantart.com/

Ziom05
http://ziom05.deviantart.com/

MLP45E Credits

Vest (David Delanty)

76

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The author is not affiliated with Hasbro or its subsidiary Wizards of the Coast, and claims no ownership of any names of characters or
concepts owned by Hasbro, Hasbro Studios, Studio B Productions, DHX, or Top Draw Animation. All MLP fan art is used with permission of
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MLP45E Credits

License

77

Version 0.91: Update for Official Release of


D&D 5th Edition Players Handbook
General Changes
All references to the Gossip skill have been removed. See the chapter 4 updates
section for details.

Chapter 2 & 3: Character Races


General Races

Ability scores updated for all races to more closely match D&D 5e final
release.

Natural weapons reduced in damage die size, add finesse keyword.

Most racial traits that granted advantage in a skill changed to proficiency in


that skill, to match D&D 5e final release.

Slow Fall ability of numerous races renamed to Glide.

Darkvision and Low Light Vision racial traits updated to match D&D 5e final
release.

Races which had Arcane Initiate feat updated to the D&D 5e final version of
that feat, Magic Initiate.
Earth Pony

Resilient trait renamed due to a feat of the same name being in the D&D 5e
PHB and also revised.

Everyones Best Friend racial trait revised.

Crafty racial trait revised.


Pegasus Pony

Lightning Reflexes added to Pennate pegasus.

Sunlight Sensitivity removed from Nocturnus pegasus.


Unicorn Pony
st

Arcane Apprentice trait allows an additional 1 -level spell.


Buffalo

Stampede trait updated to account for D&D 5e final versions lack of a


charge action.
Diamond Dog

Keen Nose trait reworded.

Magic-Resistant trait revised.


Donkey

Stubborn trait now uses reaction.

Resilient trait renamed due to a feat of the same name being in the
D&D 5e PHB and also revised.
Brave trait now also applies against effects that terrify.

Dragon

Immature Wings trait now allows multiple uses with exhaustion risk.

Dragon Bloodline trait updated to add a quickened breath option.


Griffon

Ferocious Roars frightened effect triggers on a save failed by 5 or


more (was 10 or more).

Pounce updated to account for D&D 5e final versions lack of a


charge action.
Minotaur

Removed 10 reach.

Added new trait: Orienteering Ace.

Show Them That You Rock trait revised.


Zebra

Astute Observer updated to include saves against illusions.

Meditative Healing now allows group healing.


Deerfolk

Ancient Pact now includes divine classes (cleric, paladin) as well as


primal classes (druid, ranger).

One With Nature racial trait added.

Elusive trait updated to work with new rules for disengage action.

Fey Step removed, replaced with the D&D 5e wood elfs ability to
hide while only lightly obscured.
Hippogriff

Added missing Sky Hauler trait.


Kirin

Racial traits revised to match any revised pony traits they were
derived from.

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Version 0.90: Initial beta release 6/29/14

Chapter 4: Character Options


General Domains

Added an introductory section on the major power players of


Equestria, with suggestions on how they interact with the domains
and clerics/paladins.
th

Domain capstone abilities moved down to 17 level, and damaging


th
abilities added at 8 level to match D&D 5e final release domain
abilities.
th

Added a section for each of the official domains from the D&D 5
Edition Players Handbook on how to use them in Equestria, some
with house rules.
Chaos Domain

Domain spells revised

Let Chaos Reign! changed to once per short rest.

Wild Surge self-damage clarified.

MLP45E Credits

Changelog

78

Pancake Landing: Simplified and allowed for higher scaling.


Adrenaline Rush: Now benefits melee and thrown damage.
Afterburners: Removed Constitution check for 10x speed, simplified.
Ambush Bush: Activation is now a bonus action.
Fastball Special: Updated to allow for lack of a charge attack in D&D 5e.
Flank Check: Switched to a bonus action.
Hammerspace: Reduced cost to 1 point.
Level-Headed: Now also applies to Terrified.
Mischievous Critter: Switched to a bonus action.
Puppy-Dog Eyes: Changed Charisma attack modifier to granting a flat 20
Charisma for one round.
Ride Em Cowpony: Creatures can attempt to shake you off as a bonus action.
Scaredy-Cat: Switched to a bonus action, granted immunity to constructs.
Sixth Sense: Reduced to a single attack and check/save.
Wall Jump: Simplified jump distances.

cheezedoodle96.deviantart.com

Love Domain

New domain added


Moon Domain

Domain spells revised

Righteous Zeal domain feature added.


Shamanism Domain

This domain received extensive revisions.


New Skills

Gossip: In the D&D 5e playtest, the Search skill didnt really conflict with
th
Gossip as a skill concept. In the final release of 5 edition, Search was
renamed Investigation, and it has expanded to encompass similar game
space. Therefore, Gossip has been removed. In its place, the Deception,
Persuasion and Investigation skills should be used, depending on the need.
New Feats

Many feats underwent extensive revisions. Please review any feats you
chose from the previous version to see if they were updated.

Exceptional Skill: Feat removed.

Chapter 5: Magic
Apprentices Conjuration: Changed chance to notice to a flat DC 12.
Apprentices Telekinesis: Re-worded for clarity.
Cloud Walk: Added Ritual keyword.
Come to Life: Modified berserk table to be less deadly.
Dust Devil: Changed from Strength save to Strength or Constitution save.
Eldritch Blast: Added this warlock spell to the Wizard spell list, because it fits the
iconic MLP unicorn energy blast so well.
Fabricate: Cut this spell as it now appears in the D&D 5e Players handbook.
Gossamer Wings: Cloudwalking ability is now lost when the wings are destroyed, to
match the episode.
Reverse Gravity: Renamed to Down Is Up because the D&D 5e PHB has added its own
version of the spell. Also reduced maximum duration to 1 minute.
Telekinesis: Reworded for clarity, increased some weight limits.

Chapter 6: Equipment

Chapter 7: Gameplay
Help Up: Revised to work with the addition of bonus actions.
Overrun: Updated references to the Hustle action to Dash instead.

Chapter 8: Cartoon Physics


th

General: New power now learned at every 4 level. Additional points come slightly
earlier, at the same 4-level interval.
Hold Your Horses: Updated to work with finalized 5e action economy.

MLP45E Credits

Added numerous new items, both custom and from the D&D 5e Players Handbook.
Healers Kit: Added new use for proficient users.
Cameras: Changed tool proficiency from film development kit to the camera itself.

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